P.S. Yes, SlimDX will be supporting D3D 12. We're going to build a modern version of the library that is streamlined to 12 + utilities/math only, and supporting all Win10/D3D 12 hardware platforms. It will be slick.
We're looking at starting on doing some in-house foley work - not synthesized stuff but real recording of real objects. I understand that this is very much an artistry thing, but does anyone have any basic tips or advice to share? Particularly dealing with things like mic choices, recording distances, post processing, etc.
Hopefully it's alright to post this here - At 3pm EST (one hour from now), we are doing an interview with Alex Champandard of AIGameDev about our AI and physical animation work on the iOS game Shark Eaters.
This interview with Omar Ahmad looks at the animation technology in mobile game Shark Eaters: Rise of the Dolphins. The game features a different system that animates skeletal rigs — inspired by neurology and learning of motor control. The result are smoothly animated fish and water mammals whose behavior partly emerges from the animation.
It's primarily with my colleague who developed it, but I will be there too. Basically we'll be talking about how we do the animation in the game, which is entirely driven by physics simulation. We'll also be talking about how the AI is linked into the physics, both driving it and using physics data to control/derive enemy behavior.
This is the first time the Core range is moving beyond 4 physical cores, I believe. The two lower end chips are 6 core unlocked parts, and the rather expensive Extreme series chip is an 8 core monster.