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Comments posted by Josh
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1 hour ago, SpiderPig said:
Is this using the compute shader?
Yes.
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Here is that story I was talking about with Starfield:
https://www.hardwaretimes.com/amd-helped-bethesda-fix-starfield-resulting-in-better-radeon-performance-dlss-wasnt-blocked-report/ -
4 hours ago, Lethal Raptor Games said:
Looking good. What do you expect the max range will be?
Probably about double the longest dimension of this building.
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I think a lot of times we just make normal maps that are exaggerated in order to show the edges more prominently, without actually thinking about just how extreme the angles are, but when you add in reflections and GI it shows how extreme they are. Here's a comparison before and after I toned down one normal map (after is on top):
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Yes. I had the normal maps scaled way down while testing. This is what it looks like without scaling. I think this is due to just having a bad normal map. One of the axes is flipped, so the tile edge appears to face the wrong direction, and the chips inside the tile are way too deep, giving the whole thing a very rough appearance:
More testing is required, but in this case I think the problem lies with the texture itself.
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22 hours ago, Slastraf said:
This game is going to be liked by speedrunners
It is interesting because it is basically rocket-jumping plus puzzles. You can switch back and forth between action and thinking as the game progresses, without a very obvious transition. Half-Life does this a lot.
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This is really interesting because it introduces a new gameplay mechanic.
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I like the arrows. Needs fire though.
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If you can do this with a spider leg you can probably do it with any character walking around.
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True classic
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On 2/20/2021 at 10:36 PM, qcrocknet said:
Very interesting! I am new to Leadwerks and have I started a VR project with it. So far very satisfied. But is the above project available somewhere? I am really interesting in the point and select of button your doing. Or is there a tutorial somewhere for this?
Thank you and great work
I will send a PM with a link to download.
Mesh Layer Culling
in Work in Progress
152 3Posted
I posted a similar video years ago when I was first implementing the vegetation system in Leadwerks: