RT @nical Interior mapping: rendering real rooms without geometry http://joostdevblog.blogspot.com/2018/09/interior-mapping-real-rooms-without.html?m=1
Can pay for hotel and travel if you talk there!
How can one reasonably do software development if the default dev environment installation requires 18Go for UE and 30Go for MagicLeap. I give up.
@mux213 Thanks for sharing this. This is great stuff.
RT @mux213 Just did a video for #godotengine taking a look at using the depth buffer in a shader: https://www.youtube.com/watch?v=Jq3he9Lbj7M&feature=youtu.be
I'm happy to announce that my barebones ActivityPub server, implemented in Node.js/Express, is now open source! I intend for it to be a reference implementation for developers who are adding ActivityPub to their own services, but also it is an application server that you can build on if you want.
In other words, t's a few hundred lines of code that lets you create Mastodon-compatible accounts that can accept follow requests and post stuff to their followers.
Made some more progress with my river render. Switched from using advected textures to Stefan Jeschke's Siggraph 2018 Wave Profile ideas. Looks much richer! #screenshotsaturday
RT @npcdev I am a #gamedev, and now I've started a Ph.D. on #GameAI and #PCG. Being an #NPC, to me, means that I should support designers and players. My goal is to aid character growth and enrich the story. But an NPC isn't a void; we can and should use our views and morals to push the main characters to do better. With my #research, I especially want to support marginalized devs and players. You can learn more about my work at npc.codes
I just published Pixel Wheels 0.10.0, I hope you like this new version! Let me know if you find the new homing missile bonus as fun as I do! http://agateau.com/2018/pixelwheels-0-10-0/ #gamedev #pixelart
@povoq No idea, unfortunately. Wish I knew.
Here's a new clip from the voxel destruction game we're working on. I rewrote the physics solver to better handle all piles of voxel debris. Sorry about the art.. It's coming!
RT @firstname.lastname@example.org: Annie, a DOOM 2 mod in development for 12 years, has launched its first episode https://buff.ly/2nIuGIz
SceneSkies updated - now Free! http://www.blendernation.com/2018/08/11/sceneskies-updated-now-free/ #b3d
Got a nice first person setup running with Godot for the #LOWREZJAM tomorrow. I need to figure out what the game and its mechanics will be.
I'm kinda thinking a super pared down Dishonored demake. Stealth and zoomy motion inside some kind of Tron/Hackers computer construct.
Just played “Fugue in Void“ by @MosheLinke. It was immense. The Intro felt like the process of Creation. For some reason reminded me the awe I experienced while playing @Suprsupr's “La Forêt“.
Breaking Things is Easy; Fixing them is Hard - an article about my latest research at Ubisoft on automatically cleaning up motion capture data: