Hello My team is working on the game neo arcana a logical crisis.
We are presently looking for coders to help with the user interface for it. as well as a working combat system
the aim is to have a system where cards represent the skills and abillities of a character.
each character wille have core cards that is the make up of what sort of character that is.
then there will be other skills and abillities that can be shared among the party.
the game itselfls is a strategic roleplayed game turn based. set in an alternate earth where magic is real but suppressed from the common people.
And we want to use a combat system where a character gets one move and one action per turn.
We are presently working with unreal but if you as a coder have a better idea we are at this stage able to switch engine
So if interested in this project let me know
Airlock 22 is seeking a Sprite Artist to help create the art and animations for a video game we are developing. Artwork is currently just placeholders done by myself until we can get someone with much more experience to help out!
- Create Sprites that the Engineering team will be able to bring into the game under production.
- Assist with Sprite animations if it is something you are comfortable with.
- Collaborate with other team members to develop artwork for current and future projects.
- Ability to work independently
- Ability to focus while working remotely
- You are able to create your artwork in a well-lit environment
- Experience with Sprite Animation
- A very creative mind
- Excited to help build a studio from the ground up.
Please contact me at email@example.com
Are lightmaps still the best way to handle static diffuse irradiance, or is SH used for both diffuse and specular irradiance now?
Also, do any modern games use direct light in lightmaps, or are all direct lighting handled by shadow maps now?
Finally, how is SH usually baked?
So I was wondering how modern terrain and water geometry works both with and without tesselation. Essentially:
1) Is Geoclipmapping still the best CPU tesselation technique?
2) Is Geoclipmapping still used with tesselation?
3) Is non-tesselated water just flat? Is there any other (reasonable) ways to simulate it? Do people use Geoclipmapping for that too?