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Prikvačeni tweet
I updated my
@AnimationMentor#animation demo reel a bit more! Take a look, and if you like what you see, please RT :)pic.twitter.com/zc2kvtxFSOHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nathaniel Winckler proslijedio/la je Tweet
I need to get something off my chest. If you are in software, or for that matter engineering of any sort, this is something you need to pay attention to. Maintenance. 1/n
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Nathaniel Winckler proslijedio/la je Tweet
This is a seagull I made for The Pathless. I made it without using skeletal meshes or even blendshapes, to keep it cheap. I used a couple tricks to get nice animation regardless! Tech-art break down in thread:
#techart#gamedev#UnrealEngine#ThePathlesspic.twitter.com/wmXiSg45efPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nathaniel Winckler proslijedio/la je Tweet
We're looking for a Technical Sound Designer at Insomniac. If you're interested DM me
#gameaudio https://recruiting.adp.com/srccar/public/RTI.home?c=1155951&d=External&r=5000565279906#/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nathaniel Winckler proslijedio/la je Tweet
Corrective Joint Based Rigs A collection of setups I've been working on to allow animators to refine poses/silhouettes of characters. While removing major intersections during bends and extremes Setup breakdown/high res: http://vimeo.com/388830109 Questions? by all means ask!pic.twitter.com/S4D67cTdQ0
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Nathaniel Winckler proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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And this makes me all the more excited to dive into the nitty gritty details of Unity again. I’m excited to explore DOTS and expand my knowledge of good software design by using Unity.
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This is also stemming from software design that I’ve been reading about. Unity’s Entity/Component system really shows how forward thinking their engine can be when used properly.
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At least at a surface level, Unity seems to have a plan. Every feature must complement everything else in the engine. Unity’s modular Packages are a great example of the excellent software design they’re executing behind the scenes.
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But the fact that many times I *have* to go into code to figure out what something does in Unreal is a little ridiculous. Every single feature and function in Unity is documented. Unreal, much of the API isn’t documented beyond telling me what the parameters of the function are.
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And of course, this is a very high level view. Digging into each engine, you’ll find quirks in each (and the main benefit of Unreal is that you have the source code to view/edit).
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And don’t get me wrong. The super cool features in Unreal are incredibly cool. But they lack any focus and the release notes have a difficult time connecting the new feature with other existing workflows within the engine.
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I think I finally figured out why, in concept, I like Unity more than Unreal (other than C# vs C++). Looking at release notes and documentation, Unity appears far more organized and focused, laying out future plans and the steps to get there. Most of Unreal isn’t even documented.
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@SkydanceInt is live playing#WalkingDead Saints & Sinners:https://www.twitch.tv/skydance_interactive …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nathaniel Winckler proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Nathaniel Winckler proslijedio/la je Tweet
The Walking Dead: Saints & Sinners is a noteworthy step forward for VR gaming, proving that a Deus Ex-like action-RPG can feel right at home in a headset. Our review:pic.twitter.com/8BbgAI5pUg
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Nathaniel Winckler proslijedio/la je Tweet
+, Σ, and ∫ are just different evolutions of the same Pokémon
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Nathaniel Winckler proslijedio/la je Tweet
Everyone should aim to be as humble as Brad Pitt wearing a name tag to an Academy event.
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Nathaniel Winckler proslijedio/la je Tweet
Over a million particles running real-time on the gpu. They’re attracted to each other while having a weaker desire to reassemble the image.
#creativecoding#madewithunity#indiedev#shaders#unity3d#psychobiotik#cohesionpic.twitter.com/MA3kGejxsRHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nathaniel Winckler proslijedio/la je Tweet
wow valve, really tone deaf with this one.https://twitter.com/crowsx3/status/1221813081552171008 …
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