Ok, we never ever done anything here, but have 20 followers and you are welcome! Since now I'll add some news daily. Stay tuned! - First let me share with you this awesome video about networking with Godot Engine (I'm using now for my games). https://www.youtube.com/watch?v=1PHNj2Mitg8
YouTube
GodotCon 2017 | Real-time Online Multiplayer with Godot
Fabio Alessandrelli (fales) outlines general considerations about real-time online multiplayer game development and its implementation using Godot Engine (https://godotengine.org). The talk covers both the basics of low level UDP/TCP networking as well as…
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Good morning! Today we will talk about #Unity and one #Indie game coming this year. The article describes destruction of the game's terrain.
Here is short intro:
One of the biggest challenges was to make sure the destructible terrain doesn't have too much of a performance hit on the game. You can easily disable graphics settings, but you can't disable a core feature of the game! We first tried breaking the terrain real-time, but that proved to be very costly. So the way it works now is that we pre-slice the destructible 3D models into smaller 3D models. This is done before we load a level. How fine-grained we slice the blocks is configurable, so we can have different types of blocks breaking into larger or smaller chunks. We use this to visually differentiate the various types of blocks we have: some types of blocks are really hard and break in smaller chunks, while some are more brittle and break into larger pieces.
https://madewith.unity.com/sites/default/files/4_1.gif
Full article is Here:
https://madewith.unity.com/en/stories/destructible-terrain-in-antegods
Here is short intro:
One of the biggest challenges was to make sure the destructible terrain doesn't have too much of a performance hit on the game. You can easily disable graphics settings, but you can't disable a core feature of the game! We first tried breaking the terrain real-time, but that proved to be very costly. So the way it works now is that we pre-slice the destructible 3D models into smaller 3D models. This is done before we load a level. How fine-grained we slice the blocks is configurable, so we can have different types of blocks breaking into larger or smaller chunks. We use this to visually differentiate the various types of blocks we have: some types of blocks are really hard and break in smaller chunks, while some are more brittle and break into larger pieces.
https://madewith.unity.com/sites/default/files/4_1.gif
Full article is Here:
https://madewith.unity.com/en/stories/destructible-terrain-in-antegods
So cool, such texture! How professionals making their realistic materials with Substance? #Textures #CGI #Art
https://80.lv/articles/building-complex-materials-with-substance/
https://80.lv/articles/building-complex-materials-with-substance/
80LV
Building Complex Materials with Substance
Johnathon Goswick discusses some of the ways you can use to create high-quality surfaces.