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1027452 Posts in 41216 Topics- by 32827 Members - Latest Member: bitslap

July 28, 2014, 02:19:46 AM
TIGSource ForumsFeedbackDevLogsMemory of a Broken Dimension
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Author Topic: Memory of a Broken Dimension  (Read 21247 times)
peanutbuttershoes
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wat a hell


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« Reply #15 on: August 06, 2011, 08:55:06 PM »

FOLLOWING +1
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wat a hell

XRA
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.


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« Reply #16 on: August 06, 2011, 09:41:17 PM »

for your follow, I bring an uneventful screenshot of what I'm doing tonight:



Roughing in / greyboxin level geometry in SketchUp. One of the many things I love about SketchUp is making something a component, then tiling it a few times, and working on the component while seeing the changes update to the tiled parts... great for making modular chunks.
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XRA
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« Reply #17 on: August 07, 2011, 03:48:28 AM »

started messin around with SketchUp to 3D Coat workflow again, baked out a normal map.  Trying to find a fast technique for adding surface details, this was attempt # 8 or 9..  Tired

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SolarLune
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Hmm.


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« Reply #18 on: August 07, 2011, 06:29:44 AM »

Nice pillar. Very good normal map. So, I see the game will be in 3D, and will use GLSL or HLSL, right? It's looking good.
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XRA
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« Reply #19 on: August 11, 2011, 10:58:21 PM »

@SolarLune, I'm using Unity3D and their shader lab stuff, it uses Cg/HLSL 

I'm a little worried that what I'm doing (and haven't yet shown) could potentially be handled as a vertex shader and be very fast, but I'm not sure how to write out all the vector related transforms I'm doing on object's positions and scale.  I might look into it but it could be just a waste of time..

Tonight I improved performance by what seems like some huge amount, by converting my old code that used Unity's ArrayLists into fixed-size arrays.. really fast.  Now my biggest issue to tackle for performance is draw calls.  I was thinking maybe if I create a skeletal mesh that just puts each object's verts assigned to a bone, that might be faster.
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namragog
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Humans are La La La~♪


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« Reply #20 on: August 22, 2011, 01:30:32 PM »

Following this like a brick road. A yellow one.
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XRA
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« Reply #21 on: August 28, 2011, 11:50:43 PM »

sidetracked messing with colors, but was working on a basic navigation/observation puzzle



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Zaphos
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« Reply #22 on: August 29, 2011, 12:10:40 AM »

I don't know what that is but I like it Smiley
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SolarLune
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Hmm.


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« Reply #23 on: August 29, 2011, 03:31:18 PM »

The second picture looks so much like an Arwing that it's awesome. Smiley

The game's looking pretty great... I think. LOL - maybe that's just what the AI wants me to think!  Who, Me? Keep going!
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sugarbeard
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« Reply #24 on: August 29, 2011, 03:47:16 PM »

Yes please.
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Helmeted
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Death Panelist


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« Reply #25 on: August 29, 2011, 05:54:39 PM »

Whatever it is, I want it.
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namragog
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Humans are La La La~♪


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« Reply #26 on: August 30, 2011, 08:56:22 AM »

I

LOVE

YOU
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Ishi
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coffee&coding


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« Reply #27 on: August 30, 2011, 11:14:46 AM »

Following! Tasty screenies.
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CK
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« Reply #28 on: August 30, 2011, 11:26:41 AM »



Looks good to me.
This game looks/sounds extremely interesting. 
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man of doom
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It's not Tom and Jerry!


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« Reply #29 on: August 31, 2011, 04:24:49 AM »

The visual direction of the game is splendid.
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http://manofdoom.co.uk
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Various musical stuff of mine
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