fisj (@fisj) header
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Gamedev, 3D Scanning, Sciency things

Joined April 2009
Photo by fisj (@fisj)Photo by fisj (@fisj)Photo by fisj (@fisj)Photo by fisj (@fisj)Photo by fisj (@fisj)Photo by fisj (@fisj)
Level Designers will understand this ...
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Gamemode design. Super hard, deep complexity, a healthy dose of predicting human motivations. Rewarding as hell when new ideas stick.
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Early dedicated server tests look good for perf! I also learned my 8yr old dev cpu, per core, is worse than a micro instance ... wtf!
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Looks like Apex is tackling game AI. Very excited to see the results xitter.cf/ApexGameTools/status/6…
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Sapper model and animations are in the game now. Variations to come a bit later. Green is for the Team Color.
First drunken Draugr brawl, also, they need underpants. Basic attack system works and things are progressing nicely.
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Ragdolls are so much fun.
Been making some multiplayer tests. Formations, Pathing, general smoothness. Things bode well. :)
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Time to start the twitter train again, choo choo.
Deadhold + Deathmetal + Coffee is the start of a great weekend.
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The internal build of Deadhold is looking so awesome ... I can hardly contain myself! Can't wait to share.
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Complete rebuild of deadhold boilerplate from blueprint to c++ nearly complete. Phew!
First multiplayer test with a completely standalone packaged build! Now for 2 solid weeks of blueprinting madness!
Added additive drag select to Deadhold. Surprisingly tricky logic, but its super nice to have it in and it makes a big difference.
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A more complete selection highlight test. Show behind objects, and shows the silhouette. What do ya think?
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Fixed up a nasty terrain navigation bug with the formations last night. Playtests should be a little smoother now. :)
Bugs in the code. Mice in the walls.
Trying to compile c++ on osX for the first time. So lost.
Boost libraries ... we meet again.
Memory leak plugged. Phew!