When I was 3yrs old, I got in trouble for trying to play with the family fish tank. Now, 100+ yrs later @threejs toys and experiments let me relive that fun. (3k lines of code, and I'm still adding things to the "sandbox".) 💦
The game is coming together. Almost feature complete. Added some new enemies like the Skeleton Wizard that swaps position with the player if it brings him closer to a monster.
#screenshotsaturday#indiedev#gamedev#ゲーム制作
I've had the pleasure of working with Dennis for many years now and the stuff he makes is just mind-blowing. An absolute wizard. If you don't already follow him, you absolutely should.
I've been working on structural integrity and stress simulation for the last couple of weeks. Still not sure this is viable for a full game in terms of performance, but maybe. Can now handle one building at 60 fps, but still a lot of optimizations left.
@brutenorse Not sure how I got here but “tun” is fascinating. I’m struggling to fully comprehend but it seems like a definition assigned to the form of negative space within any given parcel of land. Is there any sense of a boundary whether defined by a geographical area or the buildings?
Anyone old enough to remember the "Discussions" filter in Google? It'd show you all posts from any forums related to your search query. Was genuinely amazing for finding info you needed related to any topic. A library of human info at your fingertips. Purposely scrapped.
I also got sick of opening photoshop to create dials. so here is https://t.co/HQ1TJEWAb5 where you can create your own. Save presets. Export as png/svg.
have fun
Some physically driven animation for your Wednesday afternoon. After months of trying to get RL to look nice, I've switched over to good old procedural animation.
Quick breakdown of my process for creating tileable sculpted materials in ZBrush workflow 👇
Clean tiling, strong surface detail, and game-ready results.
Full breakdown:
https://t.co/TlBfwlmbBL
Open to work (freelance / full-time) 🚀
The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: https://t.co/17YhNKnef5
Adding multiplayer to this game has been far more complicated than making the entire engine for single player. This is a project that spans 3+ years and dozens of developers and now it's finally time to let it out in the wild!
Next week I'll go to Breda for the Graphics Programming Conference. @GabeRundlett and I will give a presentation on Tuesday about raytracing voxels, covering methods used both in Teardown as well as our new engine. If you are also there and would like to meet up, let me know!