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Prikvačeni tweet
It's finally time to reveal the game I'm working on. It's called Teardown. You can read about all the details on the game homepage: http://teardowngame.com or wishlist on steam: https://store.steampowered.com/app/1167630/Teardown/ …pic.twitter.com/PluMVLIIC5
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Added dynamic weather. Probably a challenge for twitter video compression, but here's rain with wet ground and puddles.pic.twitter.com/bA1UJ45gOH
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I've been knee-deep in noise functions today as I rewrote the water shader. Even though the waves are quite large, the whole surface is rendered as a single quad by discarding fragments based on depth to create a non-straight intersection with ground. Kind of hacky but workspic.twitter.com/te2rV3euii
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I just realized my descriptions aren't that great. Two examples: Spintires uses option 1 and GTA V uses option 2 (at low speed, then it auto-centers behind vehicle)
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Speaking of vehicles, how do you prefer camera rotation to be handled? Should it be relative to the car (if viewing car from the side, you still see car from side after turning) or relative to the world (if you turn car you see it from another angle after turn, like in my videos)
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If you know any games that does vehicle camera this way or similar (not just zooming in closer when something blocks the view), please let me know.
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The vehicle camera in this game is such a pain because of the crowded, dynamic environments. It's almost impossible to determine a safe camera distance, so I'm thinking about using a fixed distance, soft-clip geometry in front of it and use an outline. Too strange?pic.twitter.com/mmUP1gs6J3
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* the output of the script used as area light source, not image
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This is a lua script rendering to a back buffer, presented on curved surface with CRT filter and the image is also used as an area light source. Turned out pretty cool!pic.twitter.com/LB1r8ylE5D
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Wow, over a hundred comments in an afternoon. Thank you, you're the best
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I'm getting a lot of requests for a "sandbox game mode". I'm curious what you mean by that, since the game is already designed to feature sandbox gameplay. Do you mean unlimited resources or also the ability to place objects and/or construct your own assets?
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Looks like I need to implement a fire extinguisher next!pic.twitter.com/fc2slzmPpH
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Dennis Gustafsson proslijedio/la je Tweet
We talked to Teardown developer
@tuxedolabs about the voxel tech behind his sandbox action game http://wfmag.cc/teardown pic.twitter.com/Q7BWiX8xdy
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If you are on Dreamhack Winter come break some voxels in the indie playground corner!pic.twitter.com/KGJSSw4rex
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Never really had any luck with hyperthreading in the past so I usually just use the physical core count, but when I tried it again today for the first time in years I instantly got a 20% performance increase in a physics-heavy scene. Did hyperthreading got much better recently?
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This weekend I'll show off Teardown at Dreamhack Winter in Jönköping, Sweden. Come find me in the indie playground area! https://dreamhack.com/winter/activities/indie-playground/ …
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The security firm really cares more about intruders than property damage.pic.twitter.com/8i1gWR4vXE
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How to efficiently turn around with a semitruck that's a tad too large. Voxels are generally terrible to work with when it comes to vehicles because you often get stuck on the blocky shapes. Fortunately the destruction makes up for it by shaving those off as you go.pic.twitter.com/fODBXRnExv
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Dennis Gustafsson proslijedio/la je Tweet
Teardown Tasks Players with Planning the Perfect Destruction-Filled Heist https://www.escapistmagazine.com/v2/in-teardown-you-can-but-shouldnt-demolish-entire-levels/?utm_source=dlvr.it&utm_medium=twitter …
#DennisGustafsson#Teardownpic.twitter.com/1WVsZEQKEA
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Any tire dymamics experts out there? What happens to friction when wheels are spinning during a burnout? Is the friction the same when wheels are spinning say 1000 RPM as 2000 RPM? If so, is it the same friction as completely locked wheels when vehicle is moving?
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