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Everything posted by Minos

  1. The closest they have ever been to women~
  2. Great stuff Make it good Kacper!!
  3. Might be a consequence of Microsoft adding microtransactions to Solitaire.
  4. Emma Stone is a good reason to watch it
  5. Very nice! I remember those NS textures
  6. Lol, same here. I got so bored and simply gave up. Nothing makes sense, and some of the scenes are so obviously CG that I cringed a bit. (even backgrounds as simple as a brick wall are CG )
  7. Great series, especially the AvP one. Really made me think about how the average game is made these days. Due to the complexity of art creation, physics, and everything else, it seems that there's little room for exploration and happy accidents to happen along the way, like how it happened to them. I dream of the day (which I think is very near), when mid sized teams can make relevant and groundbreaking games again (and I mean games with actual gameplay, not interactive movies like Senua ) Probably the best channel for anything Unity (he always has up to date tutorials on the latest features and goes straight to the point) https://www.youtube.com/user/Brackeys I've been learning a lot about data oriented programming (as opposed to object oriented, the standard paradigm) and this shit is fascinating. It allows for much more optimized and reusable code. Unity is also transitioning from Object-oriented to data-oriented, and by the looks of it, this will probably be the new standard at some point. The best advantage of making things this way, is that instead of referencing other gameobjects in your code, you reference data sets. For example, if you follow any Unity tutorial on how to make a Health bar HUD, they will hook up that system to a gameobject (usually a gamemanager), that has to always exist in the scene (singletons), and creates horribly interconnected code, that at some point becomes almost impossible to know what each object is doing. He offers another solution, instead of hooking up gameobjects to one another, you simply dump the data you need to scriptable objects (data files), and then you can write behaviors that utilize that data. This way, your objects will not reference one another, but simply the same data set. This makes it much easier to create new objects and experiment with gameplay, since you can just use that existing data in creative ways. If you are interested about this mindset, I really recommend this talk. Even though he uses Unity, these concepts can be adapted to any engine (I suppose). It's a huge paradigm shift in how we make games, and the more I learn about it there more I believe it will unleash a new batch of highly creative and unique games, free from the tyranny of the old (and bad) ways that we have been making stuff And as a trivia, we use a similar approach on Overwatch to organize our data: And by transitioning to data oriented programming, you will be able to leverage all the insane performance from Unity's DOTS system: https://unity.com/dots
  8. Lots of cool games in that page!
  9. It looks fucking fantastic Crazy they are this far already, RE2 came out less than a year ago!
  10. Never really got into Halo before but might have to pick this up, so hard to find interesting FPS level design these days
  11. Great stuff, really nice shapes
  12. Completely unrelated, but VR lost a lot of charm for me when the paradigm went from the user being a "camera in a virtual world" to it being "a person in a virtual world". When I got my Oculus DK2, there was a website called Oculus share where people were posting free demos and experimental stuff, and most of it was awesome and super immersive and fell into the first category. Stuff like, you are sitting behind a desk and stuff is happening around you, or you are a camera moving on rails on a cyberpunk city, a submarine ride to the bottom of the ocean or you are inside a cockpit of a giant meccha on Mars. Then I bought a Vive and could never get the same sense of immersion with room scale, since it's so easy to break the simulation and sense of disbelief when your hand goes through walls and things don't behave as expected. I guess with the camera paradigm, you have a lot more limitations and fewer ways to break the simulation, whereas with the person in a VR world paradigm it's quite hard NOT to break the simulation. I still dream that one day I'll have the time and drive to make some immersive VR experiences that are just about chilling in a futuristic apartment, or being in the middle of a chaotic urban sprawl. Anyways, very curious about this, I'm sure it will look gorgeous at least ;D
  13. Personally, I'm pretty excited about this, I'm even getting the itch to go back to Unreal and make a small scene to try this new workflow. I tried Mixer a while ago and it was a pretty interesting workflow, it's a mix of substance and megascans. Sure, people can just drag and drop stuff and call it environment art, but the true artists will be able to leverage this tech and make stuff that just wasn't possible before (or would take forever). This will also make environment art creation much less intimidating for lay people with crazy ideas. The "traditional workflow" is slow as fuck and I can see why so many of my old friends from the CS mapping community couldn't be bothered to learn it and abandoned the hobby altogether. It does feel strange how it's completely free. It's too good of a deal... there must be catch somewhere down the line Anyways, like it or not, this is definitely a new paradigm and I can't wait to see the same desert or forest environments all over Artstation!
  14. I watched the first 2 hours or so at Helder's and was blown away by the graphics. Couldn't tell if stuff was ingame or pre-rendered. No visual artifacts at all (stuff like SSR ghosting, SSAO flickering etc). I wanted to pick this up on Saturday but it was obviously sold out
  15. I regret not going to the Linkin Park concert a few years back at Blizzcon... now the guy is gone.
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