Looking through old projects...
Some time ago, I was working on a project that was 1st person. Typical issue: weapons penetrating into walls when close. In a deferred pipeline, everything is rendered from one camera, so classic multiple camera and multi FOV tricks are problematic. Clever line trace and IK systems to animate arms and weapons out of the way were off the table.
I am sure that I am by far not the first to think of this, but my solution was to flatten the character along the camera's forward vector in a shader. Here it is viewed from 3rd person so you can see how it works. Fun.
#gamedev #unrealengine
Disappoined to hear official support for the #Atari_VCS is coming to an end. I always thought it was a neat little machine. Looked beautiful too!
I wish would have had more time to tinker with it.
New Street Fighter movie was great!
They should have made a game based on the new film.
I know a guy… ;)
instagram.com/p/DenIQCdgUan/…
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Was recently reminded of this.
A whole other career ago, I created the world’s first hip hop slot machine.
youtu.be/SknhbHnYLBI?is=rVl4…
Late to the party perhaps, but picked up Doom Dark Ages yesterday.
6 chapters in. So far. This is a phenomenal game. I am having a lot of fun with it, and it looks fantastic. I really liked Doom 2016. I really did not like Doom Eternal, primarily because of the weird rhythm mechanics and finger gymnastics required to navigate the world. Dark Ages feels much more grounded and real.
I never understood how Gamepass was supposed to work. Gamepass absolutely murdered Dark Ages. A tragedy.










