Another Quick Programming Tip comes today. Since I searched through google how to get a the box generated by two overlapping AABBs and found nothing, I found the answer myself and thought it would be good to share it here, so here it goes!
You got two AABBs, you know they intersect, and you want to find this inner area, how would you proceed?
Hello there, my fellow friends! One more week passes by, and more work has been done! As promised, we spent the whole holiday time on work, and it rewarded us with a whole lot of good stuff to show to you! Keep reading to know what’s changed! Continue reading →
And here we are with the second part of our candles W.I.P post!
A big amount of stuff has changed in the meantime between this and the first post, I dropped out the first candle concept I had in mind and decided to follow another direction, after a bunch of thoughts and tests on scene layout and optimization.
Even with a highly optimized geometry from Meshlab, a proper melted candle didn’t seem to be very friendly for realtime purposes, a single candle with some melting wax had about 1k triangles. For a single asset: OK, but for something that need to be scattered around a good amount of times? hmm, nope.
In the meantime, what I had discovered in my tests is that with subsurface scattering you could just stack several candles together and they would still look coherent, with an almost seamless transition between them, so I had the idea to model only the candles as a group of assets, and a bunch of melted wax set as a complement. This way I’d be able to create a scene with several melted candles together and stuff like that without the huge drawback of a performance, hit as we’ll just have extra geometry where we really need it. Continue reading →
Hey guys! I wrote an extensive guide about the next gen asset pipeline for my role at CGMasters, I hope I could clarify some doubts about the general pipeline of game art, and also show my general workflow when working in our current game, Arena:
Ahoy for the third week! After two weeks that we hadn’t been very active on the project this one has been exactly the opposite, we worked, and a lot. The project management we installed last week now starts to show its usefulness, planning tasks has proven to be very effective, you’ll see how we have done much more this week: Continue reading →
Here’s a new occasional series: Quick Programming Tips! These we’ll usually be a question for a small problem, and the solution with explanation for it.
Here’s the first one! How do I rotate progressively a entity to face another entity? For example, you have two entities Red and Blue. You want Blue to attack Red, but Blue is not facing Red, but the opposite side.
Blue is facing the opposite side.
Obviously, if Blue attack Red without facing him, it will not look good at all. So he has to look in the direction of Red to properly attack him.
Hey there timelapse voyeurs! For the first time in my life I decided to take guts to record myself doing some 3D stuff in a timelapse. I was really scared to be honest, this is some kind of nerd voyeurism, your freaks, but here we are, I got it!
Maybe you could learn something from my mistakes @ 15 fps
I’ll try to push myself into recording more timelapses like this one, if you guys like it. I’ll just need some more practice and time to get used to have a program recording all the crap I do without doing even more crap because of knowing it.
This ornament will be a (small) piece of the fence I’m making, maybe I’ll even record all the process of making this asset, from modeling to bake and then make a video series with them? Who knows!
A good amount of hours condensed in 8 mins, a bit too fast, but I’ll take note on this, anyway, Enjoy!
Another week passes by, and more work has been done! This week was kinda short, since both Guilherme and I had other stuff that had to be done, so the time was more scarce than we thought it would be.
To help on this matter, we decided to spend one entire night into finding a good project management tool online which could be hosted on our server, and we found it! We’ll talk more about our project management on a upcoming post this week (or month).
* Well, actually Gustavo has a test today (he does Computer Science) and I’m taking the boat here (since I’m a bum without collegWAIT WHO SAID THAT) *
Sculpting textures is fun, sculpting tileable textures not so much. Unless you use a software like Zbrush with its amazing 2.5D toolset for making tiles, you probably have already had a bad time trying to figure out the best way to tile something in your work. And that’s all about my last week here at the studio, after a loong time without having to touch tilling pipelines (working with unique texture maps can be addictive) I found myself in a situation that I haven’t seen for a long time: creating a full tileable texture. I’ve almost forgotten how did I used to do that back then, so I’m back to square one, I had to do some tests until find something good enough to not make me mad.
For the past 3 years that I’ve been exploring the world of Entity-Component systems, I still find Unreal Engine’s approach one of the most solid ways of handling input and character controlling, however, it is kinda hard to imagine a game that’s not a FPS or an Action game modeled around it, since it seems that’s what it was built for. Since very often I see the argument that Unreal is not good for games that are not FPS, in this article I’ll walkthrough how to setup an RTS/RPG controller system for Unreal Engine 4.