Lead Narrative & game designer on @TempestRTS, @Slipgateiron by day. Lead developer @DoombringerFPS by night. Leg. School teacher from University of Gothenburg.
@GustawMackay Yo, can relate to this. It's hard to find energy to work on my free time project after working on games all day at the office. Burn out is real.
Glad you're doing better.
@specoolar That's really cool. If you could get the rigidity up on the cloth simulation, so it looked more like paper. It'd be even better.
Would love to see a tutorial on how you did it.
@NightdiveStudio I believe that the idea is that one image is AI (the ape) and the other is not (shodan) but people who don't know better would not be able to tell.
I am assuming since that is what the article seem to be about.
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@Doomblud2308@xKingDizzyx@feedermaddin@catboynine So with this shoe, it's obviously excessive to the extreme. Especially if you want to fill a scene with this detail. But drawing the polies in itself isn't the issue.
@Doomblud2308@xKingDizzyx@feedermaddin@catboynine That's not really an issue either. Poly count used to be a big bottle neck back in the day. But (in particular for static meshes) it's not really an issue since the last 20 years. It costs performance in loading and RAM. But once that is done, the performance hit is negligible.