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However the dark lighting and texturing transform much of the play area into an unpleasant mid-brown mess, and its reliance on Source displacements leaves it feeling a bit blobby and melty. Like a lot of Counter-Strike Source, it often feels more like a game engine tech demo rather than something for humans to play.
NVIDIA researchers took the stage at SIGGRAPH Asia Real-Time Live event in Sydney to showcase generative AI integrated into an interactive texture painting. It enables the interactive addition of local details with infinite texture variations and realistic transitions. Inspiration images are a common concept in 3D design.
Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.
Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.
Storytelling like this is a great way to juice your game with some nice texture, but know its limits. When I watch streamers try Steam Next Fest demos and it's all mashups of Slay the Spire/Vampire Survivors/Gain a Level and Pick One of Exactly Three Upgrades games, all I can do is sigh and look away.
I first tried the generic solution, but since in a real game it isn’t so straight forward as in my Demo where you would just have a one colored background and no other overlapping elements, I think the “src Blend Factor”: “ONE” is the way to go for the graphics which will use opacity and blend on top of other RT.
Solo developer Walter Woods , working under the name of Here Below , used the distinctive black and white illustrations of 19th century artist, Gustave Doré as the textures for much of the game. People have been playing the demo and it’s been amazing to see people really enjoy it.” It’s really cool.
We’ll start by giving them both the Texture, “Textures->UI->BlueAttackPanel.png” Next under “Region Rect” set w:50px and h:116px. Under “Patch Margin” set Left:3px, Top:0px, Right:47px, Bottom:0px. “Position” we can leave at zero.
Did you download the demo, in the demo I show with clearFlags: Color ON and OFF. You can see that with ON (example 1 in demo) → You have issues with opacity, it has more opacity than it should. You can see that with OFF (example 2 in demo) → You have correct opacity but cannot fade something out completely.
You need to create a texture resource from the unit8Array first, using native.saveImageData to complete it, and then load the saved texture from the device through assetManager.loadRemote. L111 } //@ts-ignore this.canvas2image.saveAsPNG(this. _buffer, width, height, filePath).then(()=>{ newNode.position.y,
Post processes are still mostly missing, but the material testers demo is fully functioning. Added to this is a simple ORM material variant, which should make importing textures from GLTF2, or from applications such as Substance Painter, or similar much easier. Vulkan progress report #5. Vulkan progress report #6. Basis Universal.
“Games are not about textures, assets, features or levels. ” The spirit of Stanislaw CMO Maciej Dobrowolski has closely monitored player’s reactions to the demo and trailers. We teased fragments of the story in the demo. He quickly points out that great visuals are only a part of the complete package.
Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data.
The black border is due to the fact that in the WebGL program, when drawing, the texture object’s Filter is set to gl.Linear (linear filtering), when a semi-transparent pixel is sampled adjacent to a fully transparent pixel during pixel interpolation (e.g.,(0.1)).0, 0) of this kind) produces black or white pixels. png.zip (8.6 zip (636.5
There's an exclusive playable demo for the game that is only available for a limited time. So, we decided to create the project in low-poly 3D with many hand-painted textures. Hollow Home is participating in the Ukrainian Steam Festival that runs for the whole week until August 26th on Steam. Booth E-069.
It was of great use to me when working on Cocos 2, specifically the sampling from a texture file. Is there any chance of a guide, or maybe some tips on how to port the effects and materials from this demo to Cocos 3?
It was of great use to me when working on Cocos 2, specifically the sampling from a texture file. Is there any chance of a guide, or maybe some tips on how to port the effects and materials from this demo to Cocos 3?
It was of great use to me when working on Cocos 2, specifically the sampling from a texture file. Is there any chance of a guide, or maybe some tips on how to port the effects and materials from this demo to Cocos 3?
add simple C++ GDNative demo. add simple C++ GDNative demo. Because GDNative is a C API, the minimal example demo to see if things are actually working is implemented in C. The GDNative and NativeScript APIs are rather verbose, so many people seemed to wish for a simpler C++ demo. Done January 2018. improve C++ bindings.
Hi, we currently know that this issue occurs when there are texture compression configurations for both Shattered and Auto Atlas. You can try to see if it solves your problem, if you still have problems please continue to contact us preferably with a reproducible demo. sorry for the trouble! sorry for the trouble!
Last issue, we shared the texturing work Cass had started on the forest homes, many of which resemble beautiful log cabins due to the intricate woodwork featured throughout. Much to Cass's relief (we're sure anyway), he was finally able to finish applying textures to the townhouses over the past few weeks. Take a look!
After over a year of exhibiting at various online game conventions, we can't properly tell you how stoked we are to be presenting an exclusive build of Kristala—featuring our revamped demo level—at this year's Play NYC convention. In the full version of Kristala, you'll be able to choose from one of six different clans.
Access to a wide variety of assets The Unity Asset Store has a massive library of free and commercial 3D assets, including 3D models, textures, sound effects, tutorials, music, animations, editor extensions, and plugins, that can be used to create more detailed and immersive games. Try out the asset before you commit to buying it.
We really loved how the demo was looking at the end of 2020, but we thought it embodied a bit more whimsy than it did darkness, so we've officially embarked on a complete overhaul of the entire demo level, including character models, level design, environments, and more. Are you ready to get dark, dear friends? Concept Art.
We're officially in the final development crunch for the vertical slice demo of Kristala! WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! He also programmed the functionality for throwing consumables in the Kristala demo. Wait, wait, wait. clears throat*. Behold.the completed, eight-legged fiend!
Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. You can listen to our episode of the Game Raven Review podcast right meow! Concept Art.
On modern GPUs, the L1TEX cache is a combined L1 Data Cache that contains a Load/Store Unit + Texture Unit. Despite the short name “L1”, it includes Texture as well. L1” is short for L1TEX, and includes both Load/Store and Texture bandwidth. Correspondence of the GPU block diagram to timeline rows.
With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo.
In the Kristala demo, you'll play as the chosen warrior from the nature-loving Nisarga clan. This month, Cass was able to fully texture all three sets of Jhacanda tree houses and officially cross this ongoing task off his to-do list. We're looking forward to seeing how Cass textures this beast of a model once he's done crafting it.
In last month's dev blog installment, we introduced you to the progress we'd commenced on the overhaul we're currently giving to the entirety of the Kristala demo—including characters, enemies, levels, and more. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo. Let's dive in.
Export options (convert textures, etc.) Automatic detection and reimport of many use cases for textures. debug settings, different bit depth, demo version of a game with less files, etc.). By then the stable version will be out and we will have a lot of awesome demo content. are removed, as they are no longer needed.
link] Will also worked on setting up several of the original musical tracks that will be featured both in the Kristala demo and in the full version of the game. Lastly, Nick revisited the 3D model for his previously created Anagativa skeleton to improve its shape and textures before handing it off to Allie for rigging and animation.
We also have added a new demo project that will share many of the new upgrades that have come with 3.7 Cocos Creator 3.7.1 fixes many bugs that were found by the staff and developers when upgrading to 3.7. We appreciate your help and work to improve the engine. and previous updates. You can download it from the Cocos Store.
Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. This sprint, Karena was able to tackle the UVs and begin texturing. Take a look! Here's a look at Nick's 3D version of the Myrtuna crest. Level Design.
The last time we met, we were right in the thick of preparing an early, pre-demo build of Kristala for unveiling at the PlayNYC virtual convention. Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty.
In 2018, NVIDIA launched our RTX technology alongside a stunning Star Wars demo called Reflections , which was built on Epic Games’ Unreal Engine 4. Enabling this vision were RTX GPUs with dedicated cores for ray tracing and AI, as well as new hardware capabilities for increased geometric detail and texture streaming.
We witnessed some incredible innovations and listened to interactive demonstrations showcasing the latest advancements in AI and machine learning, VR, 3D modeling and texturing, rendering, visualization , animation , game design , storytelling, and so much more. The space was enormous, with something for everyone.
Take a look at the progress he made on modeling and texturing the sewer pipes, grates, landings, and divisions. Once the models for the sewer items were completed, Cass then shifted focus to texturing them. She'll be finishing up these textures in the coming weeks, but here's where the structures currently stand.
He was able to finish modeling all three sets before getting started on some seriously impressive texturing. Here's a look at the models for the third set of Jhacanda houses, as well as a look at the texturing Cass started for the first set of houses. We can't wait to see these textured! Check it out!
The asset also includes a new confetti-rain type emitter, as well as extra confetti textures, normal maps, documentation and more. High quality rigged low poly animals with amazing animations, stunning demo scenes, multiple textures, sounds and Wander Script. Standard and URP support. . Epic Toon FX by Archanor.
Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ). They just had a successful Kickstarter and you can follow the development on Twitter , Discord and try a demo on itch.io ! SkeletonIK: Fix root bones being twisted incorrectly when rotated ( GH-48251 ).
He then implemented and modified the Skill tree system so that it’s demo ready and added a wearable "light" item category before setting up functionality to allow players starting a new game to begin with several necessary items (weapons, armor, potions, etc.) in their inventory. Here are two fresh icons for two of our newest spells.
In addition, if you have any game demos of your own, you may get some constructive feedback that can help. Develops the look of characters, scenery and textures. Steps to Starting Your Video Game Career Spend some time on video game discussion boards and social media groups to gain advice and tips regarding the industry.
I started with Gaea for landscape creation, then did the texturing in Unreal Engine. Virtual production real-time workflow demo with Deepak Chetty. Hanny's version of the desert road scene in Unreal Engine, applying what she learned in the course to create the landscape and foliage.
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