A new Half-Life 2 mod surges from previous two maps for MapLabs.
'The Temple' is a two-hour long horror/science-fiction, where you explore an abandoned planet aboard three distinct vehicles, each with their own mechanics and environments.
Mod is set to release this October.
@Jonathan_Blow Shader code is inherently functionnal. The only thing that matters is the write to the render target. The compiler will just go in reverse from that and only keep the path that lead to that write. The rest is just syntactic sugar. It's pure input > output with no mutation.
FROM BEYOND gave me the role of a lifetime! Happy 38th to the film that gave me the chance to travel to other dimensions, be released from human boundaries, go mad, AND work with Stuart Gordon and Jeffrey Combs 🖤
Video made by @PRSNTISS
@TurboIucius It's also a game that is almost entirely interior, is very linear, feature no destruction or day/night cycle, and still has loading screens. With those restrictions it's easy to rely on baked lighting.
Your excitement following Marvel's Blade reveal means the world to us. Here's some exclusive eye candy from our Art heroes at Lyon! ❤️
Want to team-up? Check out Arkane Lyon's open positions as we're looking for talents in various disciplines: https://t.co/JZNi6qGbJ4
We’re excited to announce Marvel’s Blade is in development from Arkane Lyon, the award-winning studio behind Dishonored and DEATHLOOP. In collaboration with @MarvelGames, Marvel’s Blade is a mature, single-player, third-person game set in the heart of Paris. #TheGameAwards
I am very proud to announce on behalf of our team Feuillade Industries that The Black Parade, our unofficial expansion for Thief Gold, is out TODAY!
It's a brand new game featuring 10 missions, 4 new tools, 30 minutes of gorgeous cutscenes and more!
Link in the reply.
Our game @TheGapGame is finally OUT NOW!
Thanks to everyone that supported us on this journey and thank you to @CrunchingKoalas for trusting us and publishing our game!
We hope you enjoy The Gap! 🌟
https://t.co/TfWZQNDvvc
#indiegame#indiedev#UnrealEngine
@iAgent_Ash Sprites facing the camera are stable while strafing. Sprites facing the player are stable while turning the camera. It looks less distracting that way imho, I never really understood why sprites are almost always facing the camera (probably because it was cheaper back then).
@AmiltonDiesel@DMeville Normal mapping (as well as parallax mapping) uses tangents to transform the normal map from tangent space to world space. The tangents are derived from the UVs, if you transform the UV in any way (that isn't a translation) you'll need to transform the tangent as well.
@headwaregames And in that same video the reviewer went on to explain how other survival horror did a much better job at it. You should play it and make your own opinion because frankly it was just an all around very frustrating experience.
@uniquename02 Clipped stairs are awful in Quake because of the way velocity is clipped. You'll shoot up the stairs, fly and lose control. You should also probably clip small decorative ramps into stairs.
creating a 3D Fibonacci fractal, by repeatedly copying an initial shape along a Fibonacci spiral pattern (red dots).
The result looks like a Romanesco broccoli
In 2nd Place is "The Travelers" by Klems. Amidst the ruins of an ancient temple, unusual devices lie in wait. Decode their purpose and complete an eldritch ritual while facing the oddities and horrors that will greet you in these bygone caves.