Alex
32 posts

Alex retweetledi

Participating in a local uni game jam
Making a turn-based strategy in 4 days
#gamedev #indiegamedev #indiegames #godot


English

@adc_bx @nonaseki This tutorial helped me to set up in game screen! Basically it maps a raycast in the UV coordinate of the mesh and translate it to the corresponding camera position
youtu.be/dPdmJ0RDLSI?is…

YouTube
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@nonaseki i can likely use the exact same one, just have it on a rendering layer the player camera can’t see, to avoid any sync issues
but again, thankfully i don’t need pointer support for any of my current projects
for my future ones i will, though
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Just got into 3D modelling for my next game. What do you think? #indiegame #indiegamedev #fingerdeathgamble

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We released a small game as part of the Eye Jam II hosted by SeeOne
I believe we’ve managed to create something that offers an interesting experience. You can try it here:
leksico.itch.io/depths-tale
English

@CarlosGameDev pedazo entrevista la de Norman sobre tech art, me la he gozado bastísimo, mis dieces
Español

you can’t just throw Unity under the bus for questionable decisions like using HDRP for a city builder
PC Gamer@pcgamer
Cities: Skylines 2 boss says they 'completely overestimated' the Unity engine's capabilities pcgamer.com/games/sim/citi…
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pretty excited about this, the existence of HDRP was just diabolical
Game From Scratch@gamefromscratch
Well it's official... The Unity URP has won! The Built-In pipeline is being deprecated very soon and the HDRP is all but dead. ...honestly, probably a good decision. gamefromscratch.com/the-unity-hdrp… #gamedev #indiedev #Unity3d
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Alex retweetledi

A bit of an over-engineered solution to a problem that will still be apparent if anything (notably foliage) moves in your scene. I found a simple way to reduce shimmer is to add a Kuwahara filter.
dylan@dylan_ebert_
Introducing Texel Splatting a technique for "true" 3D pixel art
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@drbentine anyway I think nothing will ever compare to this masterpiece youtu.be/AbwFc288e8g?si…

YouTube
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@drbentine is it true tho that for this approach you need to use ortographic projection to avoid pixel creep. So still some compromises
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not a graphics programmer, but rendering 13 cameras does not seem… correct?
dylan@dylan_ebert_
Introducing Texel Splatting a technique for "true" 3D pixel art
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