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Julian Mautner

Member Since 12 Jan 2008
Offline Last Active Oct 05 2012 12:21 PM

Posts I've Made

In Topic: Son of Nor

29 March 2012 - 06:16 AM

We are currently working a lot on the magic system and AI. At the same time our modelers prepare models for our next map and some variations of Sarahuls (which are the opponent race). Here some preview of the wip:
Posted Image

We are still in need for a level designer and an animator. If you are interested in joining us, feel free to contact us at:
More information can be found on our website: Join us!

In Topic: Son of Nor

06 March 2012 - 06:00 AM

Hi there!
Just to introduce myself: I'm the lead programmer of SON.

Regarding your question about tearing out trees. We thought of it, but currently it's not possible. We have to investigate the topic further, to see if it can be done in a good way. Regarding buildings: there will be some buildings which are destroyable, and therefore can be affected by telekinesis, and others which are not. For instance we are currently planning a map, where the big defensive walls can be destroyed completely, which should be quite fun ;-)

At the moment we are implementing new spells as well and just finished with our first implementation of the death-magic. Here a short video:

Note: The violet rays do quite hurt ;-)
What do u think about it? Do u like it?

We'll keep u up to date!

In Topic: Performance comparison: HLSL Texture::GetDimension

05 July 2011 - 11:30 AM

Would be interesting to get a response from one of the graphics-hardware companies ;-) No chance there is someone here?

In Topic: [DX11] Compute shader "race condition" error when using optimization...

20 May 2011 - 02:59 AM

Hi there!

I have now a very similar problem, which I couldn't solve till now. Did you find any solution to yours?

In Topic: Acceleration convert to rotation

25 February 2011 - 05:32 AM

I don't fully understand what you're asking. Do you wish to get the absolute rotation of the object, with this acceleration-data? In this case you can extract the angular acceleration from the data, and knowing the position of the sensor, as well as the inertia tensor. Afterwards it's easy to get the desired result.