@Fortress_Craft Oh I'm not saying the games devalue the dash at all, but simply the fact that it is one more box. Hell, the games make $$
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Replying to @DaveVoyles
@DaveVoyles Really? You can't have played Block Fight! or Alderman or Quantum Ninja then.4 replies 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft Oh yeah, I don't doubt that. Outside server connectivity is desperately needed.1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Yeah. Look what took me a few hours on the PC game I'm on : http://twitpic.com/photos/fc2dimages … - so many possibilities ! :-)2 replies 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft The particles look crazy in that game1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles They look even better when moving! Particles also light up nearby surfaces, which is nice.1 reply 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft Not even going to ask how you figured that out. I have a hard enough time getting Mercury running in my game1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles It's actually a really neat trick, that works surprisingly well. It doesn't come across in pics, tho, only in video.1 reply 0 retweets 0 likes -
Replying to @Fortress_Craft
@Fortress_Craft So it works just like dynamic lighting, but without a lot of slowdown or overhead?1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles It's really the most very basic form of deferred lighting, but using a neat trick to avoid the creation of normal maps.2 replies 0 retweets 0 likes
@Fortress_Craft the textures from heightmaps and photoshop images
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