Pyrian on 28/10/2017 at 17:13
Quote Posted by Starker
...essentially good people rationalizing...
If money is the root of all evil, "essentially good people rationalizing" is the trunk.
Yakoob on 29/10/2017 at 00:05
Quote Posted by icemann
So Yakoob, would you be willing to share sales stats?
A little over 2k now.
Pyrian on 4/11/2017 at 00:05
Hmm. Should I start a discord for Glade Raid? Honestly I don't get any feedback anywhere but here (and cornered friends/family), lol.
Yakoob on 4/11/2017 at 01:56
Depends on your goal. I started a discord specifically for Headliner Dev chatter and building the Unbound Creations community in the long run. Not sure it's gonna grow much, but I already got a few people there from Steam and Twitter helping with brainstorming. We'll see how it goes.
Nameless Voice on 4/11/2017 at 03:14
You can join the (
https://discord.gg/6VPfcES) TTLG-Kru Discord, but... you're mostly going to get the same people as those who already post here.
Pyrian on 4/11/2017 at 03:54
Sure, why not.
qolelis on 14/11/2017 at 16:28
Just some things I made while checking out Blender a year ago:
Inline Image:
https://i.imgur.com/6cbioINl.pngInline Image:
https://i.imgur.com/x81T77Il.pngInline Image:
https://i.imgur.com/zVv0Nk5l.pngMore here:
(
https://imgur.com/a/S9JwJ) https://imgur.com/a/S9JwJ
I wanted to check out what Blender could do and also what I could do with Blender, so I started by going through hundreds of tutorials to get started and then practised on some things I happend to have at home (except the old style trumpet, which I used pictures for). What I had the most trouble with were the organic shapes and I also didn't care much for optimization (like polycount and such). I was worried that I would really suck at it, but it was easier than I thought, once I had gone through all those tutorials, and things didn't turn out too bad -- a lot due to Blender being really powerful and able to do a lot of stuff for you. All in all, I spent around two months on this and haven't touched Blender since then, so I've forgotten most of it now and will have to re-learn everything. I should probably build a little every day, but there are so many other things to do, so for now I'm saving that for when it's really needed.
I'm also coding a system for boolean operators applied on 3D volumes:
Inline Image:
https://i.imgur.com/FuEypt9l.pngInline Image:
https://i.imgur.com/xHElY2ql.pngInline Image:
https://i.imgur.com/dEIeKx5l.pngThis turned out to not be the easiest thing one could do, but it's actually working now (after around 6 months I think), although I still have test cases for which it fails, so a lot of work remains. I'm also not using the best triangulation method, but, for starters, I just needed something that worked and was relatively easy to implement, so that might change later. I'm still not sure if it will be good enough to use in-game, which is what I want to use it for, so that's also something I need to work more on. Correct texture handling is missing too, as well as an in-game interface. The thing that worries me most is getting the bugs fixed, but also how well it will run once done (although that worries me less): worst case scenario is having to skip it altogether (and save it for some other time), so I'm keeping that part of the game open until I know (so it's easier to replace).
More here:
(
https://imgur.com/a/Xz1G2) https://imgur.com/a/Xz1G2
I'm doing a bit of landscaping too, but there's not much worth showing there at the moment (just the underlying shapes and no real scenery yet). The landscape is taken (via old maps) from where I grew up and the woods I spent a lot of time in, but the real thing is mostly gone now (in the name of progress).
henke on 14/11/2017 at 16:41
What you gonna use that boolean magic for?
Also OMG I HAVE ALMOST THE EXACT SAME BUTTERKNIFE! :U
Nameless Voice on 14/11/2017 at 18:39
The boolean systems in professional 3D modelling programs are all awful, so if yours is better than that, you're already beating multi-million dollar software.