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 41 
 on: 2016-06-25 21:37:06 
Started by Hydroque - Last post by Hydroque
It's an almost 50% ratio, as I reply to the replies.

 42 
 on: 2016-06-25 20:40:46 
Started by BurntPizza - Last post by TritonDreyja
Added more mobs to TF and made background tiles flip randomly so they don't look so repetitive.


 43 
 on: 2016-06-25 20:33:25 
Started by TritonDreyja - Last post by TritonDreyja
Whats your status on flipping textures as they draw?
Just did that, and I'm glad you told me to because the effect is really nice. Subtle but pleasing.


 44 
 on: 2016-06-25 19:56:30 
Started by Hydroque - Last post by Ecumene
This one was derailed and is gross to read.

Too be fair most of the posts here are yours persecutioncomplex

 45 
 on: 2016-06-25 19:34:42 
Started by TritonDreyja - Last post by Hydroque
Whats your status on flipping textures as they draw?


 46 
 on: 2016-06-25 19:34:03 
Started by CoDi^R - Last post by CoDi^R
A preview of our dynamic lighting system in action. All the same scene, just with different sets of light sources / settings.

Click to Play

 47 
 on: 2016-06-25 19:32:43 
Started by shadowstryker - Last post by Hydroque
I've never had bleeding problems in my implementations.

 48 
 on: 2016-06-25 19:29:39 
Started by Hydroque - Last post by Hydroque
I'd save that for a new thread. This one was derailed and is gross to read.

My engine was recently forked and minimalised for terrain development. I am creating my xmh file, which is coming along fantastically. I can start development on the terrain any time I want, but I want to get more involved with the editor first. The reason comes from wanting to pack the terrain in a meaningful way with metadata that is a must. I can forsee the metadata, but only when it comes down to the core.

The original game engine features a ton of different things that I'd have to sift through and isolate.

 49 
 on: 2016-06-25 18:10:27 
Started by Spasi - Last post by Spasi
Build 3.0.1 #6 is now available with modular artifacts. More details and progress update here.

This is what you get with the current structure:


 50 
 on: 2016-06-25 17:52:46 
Started by CopyableCougar4 - Last post by ziozio
If everything works fine till animation then the issue must be isolated to the routing that uploads the new bone matrix array to the shader (boneMat). How do you upload the data initially and how do you upload the updated data?

Pages: 1 ... 3 4 [5] 6 7 ... 10
 
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