|Mister Yuck - 2013-08-31 |
That's some really impressive technology.
|poorwill - 2013-08-31 |
disappointing lack of dick-jiggling
* points to immobile shlongs *
|Sudan no1 - 2013-08-31 |
Needs a "twirling twirling toward freedom" tag.
|fedex - 2013-08-31 |
The best part is that this demo and others like it from the same guy are available as stereo VR demos for the Oculus rift. Gentlemen, (and ladies), I tell you we are entering a brave new era of masturbation and video gaming!
|FABIO - 2013-08-31 |
Hey is this clip about computers?
I'd just like to take this chance to point out that Aliens Colonial Marines is already down to .
Not worth $.05.
|Innocent Bystander - 2013-08-31 |
Press the key that makes them take off their underwear.
|Gmork - 2013-08-31 |
Unity is garbage. 5 stars for the evil garbage of that SDK.
Mr. Purple Cat Esq.
Please elaborate (your a game dev I think arent you?). Unity is an engine not an sdk by the way.
I'm learning unity and I think its fantastic. Its extremely well optimised and actually runs well on the platforms you can build to. So you really can make your game once and build for many platforms.
I also think it strikes the best balance between being an existing engine and letting you build your game however you want.
I though unity and unreal were the only serious contending game engines on the market atm.
Like just about every other creative tool, they all have their pro's and cons...and those pros/cons are *highly* dependent on the specifics of the project and what your background is. I won't go into boring specifics of my experience, but in short I found Unity great for creating quick prototypes, but *TO ME* Unreal has a more intuitive work environment, Editor and work flow.
In either case, you're going to be sitting in a dark room with a big book and at least 20 tabs open to intentionally cryptic web tutorials. So choose wisely.
It's a battle between Unreal and Crytek3. The scope of levels crytek3 can put out are pretty amazing - although the bigger you get, the more detail you sacrifice. If you took your time, and had tons of different permutations for your planet model based on how far you are from it, I think you could even do a planet-to-moon or planet-to-planet scale "level". Not just instanced, but actually all there, at the same time with no loading zones.
People have to stop worrying about insanely dense and layered textures on EVERY surface. You can create visually arresting levels without the use of insane amounts of highly dense textures. It's cool to see the warts on a frog's ass, but I'd take advantage of the scale possible and the amazing physics/vehicle interactions that have yet to even really be taken advantage of.
I played the everliving shit out of the 1942 mod "Galactic Conquest". I'm not even a huge star wars fan, but the amount of fun I've had online in that game is almost unparallelled to any other i've played. The diversity of vehicles needs to be anything from single person carriers to gigantic space fighter launching capital ships with death cannons.
It'd be the spiritual successor to GC, and I wouldn't mind losing the star wars connection entirely - I'd rather make my own IP anyways. It wouldn't seek to copy the mod, it would seek to capture the reasons for the mod being fun to begin with.
I'm not a programmer, I'm a level designer, but I've worked directly with and under the lead programmers for various open-source projects. I'm a jack of all asses, so my knowledge of photoshop is more utilitarian and less artistic - I can perform fixes of things I don't like, but I'm not going to be able to create a digital painting. I can sometimes create textures out of nothing that are pretty cool, but it's always on an as-needed basis. My whole thing is that I learn a thousand different programs that all do some tiny part of a bigger thing i'm trying to accomplish. When I was creating marathon levels I had to learn Hexedit, and taught myself hexadecimal. When I was learning Myth initially, I had to learn a different program for every type of tag file, and nothing was WYSIWYG.
Cryengine's editor makes me jizz in my pants.
What the heck IS it with design programs and intentionally cryptic web tutorials? Game engines, 3D modeler programs, Adobe products, it goes on. It's like all the tutorial writers are in a contest to see who can come up with the most roundabout inefficient complex way to do things.
That's because engineers made everything.
|Don Taye - 2013-08-31 |
I like how the ladies are so lovingly rendered down to the last pube and the dudes still look like NPCs from 3 years ago.
|Blue - 2013-08-31 |
Yeah, sure you can animate them running and jumping, but can you animate them rotating slowly like they were frozen statues in one of those rotating cake displays?
|THA SUGAH RAIN - 2013-08-31 |
Token black guy.
Also, I remember in Con Law class there was a decent discussion about the implications of advanced computer graphics approaching a point where it will be nearly impossible to distinguish between artificial and real images of people and things doing [points to head] whatever obscene thing your imagination whims and how that would relate to obscenity laws.
|robotkarateman - 2013-09-01 |
The porn of the future will feature incredibly realistic, sexy character models scanned from real attractive people - posed and animated in someone's livingroom, and voiced by whatever IRC friends he has who have microphones on their PCs.
Porn? That's going to be actual sex in the future.
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