donw.bsky.social
Head of Rendering @ Pacific Light & Hologram ~30 games/engines/platforms: Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab, etc. Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc. https://donw.io https://github.com/Celtoys/
👤 Joined on 04 July 2023
Followers
Following
Total Posts
@donw.bsky.socialyeah thats even more awesome! the reason ive settled on this one to preach is its typically much lower hanging fruit for existing non-don codebases :) even restoring level & camera pos goes a looooong way for almost no effort. but yes, your way is best way if you can get it done :)
Show PostThat's pretty damn good going given you had to write the engine too, I was project lead/lead programmer on Deep Fighter at Criterion, for PC & Dreamcast, which we released in 2000, that took 2.5 years and we used Renderware! (though we did do a load of modifications/optimisations to the engine)
Show Posthi friends I'm very excited to announce Halfspace, my experimental cross-platform IDE for solid modeling with distance fields! This has been in progress since midway through last year, and it's finally "done enough" to make it more public.
Show PostDASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
Show Postmouse relative smooth zoom, mouse dragging, and... crazy camera rotation.
Show Post