[Blog - 09/06/2013 - 09:59]
Thanks for sharing that trick, ...
Thanks for sharing that trick, seems like it would work wonders with procedural animation as well when to show the special idle, etc. . r n r n r n-Nick
[News - 09/05/2013 - 03:51]
Whoa, I had no idea ...
Whoa, I had no idea Inigo Quilez had anything to do with shadertoy. His demo-scene stuff is great.
[Feature - 08/25/2005 - 12:00]
Wow, this is a great ...
Wow, this is a great interview Work hours are insane, reminds me of the Mitsuda blood story from Crono Trigger creation.
[Blog - 09/05/2013 - 10:12]
[Feature - 09/05/2013 - 02:00]
It 's interesting, Tom Nook ...
It 's interesting, Tom Nook is easily Nintendo 's most sinister villain especially for adults who have dealt with debt. I 've never beat Animal Crossing is that possible , but assumedly Tom Nook can never loses and the bank always wins. r n r nAlso, procedural rhetoric is a ...
[Blog - 09/05/2013 - 11:34]
It 's funny to see ...
It 's funny to see visual dataflow programming getting popular not only in programming games Carnage Heart is amazing but as a way for non-technical people to make things... UE4 is going to be Kismet only, Microsoft 's Kodu, Quartz Composer, whatever that one that 's really popular on the ...
[News - 09/06/2013 - 01:22]
Ah no mention of his ...
Ah no mention of his Andi McClure 's BECOME A GREAT ARTIST IN JUST 10 SECONDS That was the liveliest of all the ten second entires: r n r nhttp://www.freeindiegam.es/2013/08/become-a-great-artist-in-just-10-seconds-andi-mcclure-michael-brough/
[Blog - 08/30/2013 - 02:22]
Would machinations count as a ...
Would machinations count as a formal method for sim design I believe it 's based on petri nets... not sure how that contrasts with the decision modeling going on in the Tozour articles.
[Feature - 01/18/2002 - 12:00]
This article is totally awesome, ...
This article is totally awesome, I used it for our game Centrifeud... though I 'm still unsure if this is technically a sweep test or a separating axis test.
[News - 08/28/2013 - 09:35]
I would think that having ...
I would think that having to model, texture, rig, skin and animate everything versus just drawing a spritesheet is the the main reason tiny teams avoid 3D... not accessibility, learning curve .