New blog post: Mesh Shader Possibilities! http://www.reedbeta.com/blog/mesh-shader-possibilities/ Or why graphics programmers have been yelling about mesh shaders over the last couple weeks.
AT LONG LAST...
My article about fixing the #ue4 network clock is finally live: https://medium.com/@invicticide/accurately-syncing-unreals-network-clock-87a3f9262594
I also submitted a PR to apply this as an engine-level fix: https://github.com/EpicGames/UnrealEngine/pull/4418
I've been programming games for ~10 years, 7 years professionally. Started at Disney Mobile where we made the Where's My Water? series. I've been at Industrial Toys now for 3.5 years making mobile FPS games. A general generalist who likes to dabble in a little bit of everything ( design included ).
Non-game related hobbies that I'm mediocre at are cooking and golfing.
Whats up ya'll
I've used Perforce on every work project I've been involved ... I use git (recently enabled lfs in bitbucket) for personal projects but I'm usually the only person working on personal projects so I rarely have to deal with conflicts when using git ... what's the intended workflow for git+lfs when working on a team, particularly when it comes to binary files which is where I've seen the value of using a centralized model like Perforce?
Recently, one of the concept artists at work gave a presentation about color/temperature/value. A lot of it was new to me. I can't share his slides publicly buy Riot has published their VFX style guide which is on the same vein and with more recognizable characters 😉
Worked at Intel for 7 years doing dev relations type work...profiling performance of video games
Joined Industrial Toys in 2014 and have released 2 mobile FPS games ... currently in prototyping phase of our next game and working remotely from Portland(ia)
Working on non-FPS casual game projects on the side and refreshing my graphics knowledge
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