my bad. I reread the thread. You're asking for insight into the perspective of a hypothetical game developer (one that only makes gambling games) what their thoughts are on joining a roblox-like platform for building gambling games, and that your friend is working on building this platform/system. Personally I'd think game…
Update on my FPS project: - Added base locomotion system, mixed it with procedural animations for sway, delay, crouch and jump. - First person body + animations + logic - Added run - Added stamina system - Dash - Added some sounds Your browser does not support HTML5 video! https://i.imgur.com/02J7nF4.gifv
Hello everyone, We need to fill the position of programmer for a PC game we are developing. There is an experienced programmer on the team who has already done a lot of work, but he needs an assistant and someone to move the project forward. We are at the stage where we have a very carefully prepared design document and…
For the shader I just went with whatever would look decent enough in the viewport since I am planning on seeing it more in a game engine than Blender. But I'll take a screenshot of what I used. It was mainly having some ridiculous values for some stuff like SSS and IOR to get some of the highlights etc. I didn't do…
We have done some tests today with the cry and Unreal -engine day and night System. The cryengine day and night System seems to be the better one. Maybe it is a funny question but is there something like a season sytsem ??? Would be nice to have a Switch from summer to winter time :-)
Nice blockout! I would suggest choosing your rendering system first, then set up the ground shader to work within it. For example, in Unity I would use a layered shader, and paint a mask where the water would be on the concrete. And add some clumps of dirt as geometry.
Post: Hello! I’m working on Pokémon Lunacore, a fan-made Pokémon MMO set in a unique region inspired by California. The game features an original story where Team Midnight captures a corrupted Victini, a Dark/Electric-type Pokémon, to experiment on it. The experiment goes wrong, putting Victini into a deep slumber.…
Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…