Rezultati pretraživanja
  1. prije 6 sati

    How do you teach a Ozobot to draw? 5th graders are challenged to find out.... has anyone been able to code an ozobot to draw a square? Hmmmm.... more to follow.

  2. After a day of porting and testing, my game AKOI “Living River” from this years is now live on the

  3. prije 23 sata

    Permalock made by is an eco-friendly aluminum roof shingles. The tiles simply lock together into place with its easy installation process.

  4. 4. velj
  5. 3. velj

    New tool, ⚡️lightning tool!⚡️ Helped building this for the last tutorial. With this tool you can click were the lightning should start and end, the tool takes care of the rest.

  6. 3. velj

    How much of your pipeline has an automated test suite? How often does a build break in prod? How fast can you rollback or re-deploy?

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  7. 3. velj

    Relatively new to twitter and not following enough amazing or creators. Suggestions for great artists to follow please?

  8. 3. velj
  9. 3. velj

    Chad is at it again! Dig into this blog post a out making your own RBF solver!

  10. 2. velj

    In the meantime I still was able to make a custom fog and a cell shader post-process but it doesnt give a lot of control T_T Until my other ue4 finish building I might look into mapping a ramp option to the Fog. /2

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  11. 1. velj

    Breakdown of my wall system used in the sci-fi building tool. Overall idea is to get the amount of floors -> loop over each primitive -> calculate how many walls could be placed -> scale wall models to fit

  12. 1. velj

    We have a version number now 👀

  13. 31. sij

    This week I was "refactoring"* a legacy tool. There were a lot of assumptions made in the old tool in support of workflows that are no longer valid or used. I see dead code. It's everywhere. It doesn't even know it's dead... *Rewriting from scratch

  14. 31. sij

    Staring into static is nostalgic and weirdly meditative (almost)

  15. 31. sij

    I created this shader that would allow artists to build 2 sets of maps and have them to be swapped between. This is flexible enough that you can manually animate the texture changes on animation. Hopefully to improve animators work. :)

  16. 31. sij

    Today I was working on TD stuff in Katana in depth for the first time. I forgot how much slower it is when you have to slog through an unfamiliar, stringly typed API. It took me like four hours to get to the point where I had written a failing test.

  17. 30. sij

    transform and connection description data for rebuilding rigs. sooo pretty happy with this now. this method allows me to save/load connections per node which will be super useful for mesh replacement

  18. That thing when you track the source of the bug to a single line using version control, but still have no idea how or why it triggers the bug.

  19. 30. sij
  20. 30. sij

    I've now officially implemented "unit tests" in Maya, Motion Builder, and Katana. The power...

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