Making Rust a perfect fit for high-performance computations by Hadrien G.: https://gist.github.com/HadrienG2/e9a875bdf98b528594f4e20f8176bb68 #Rust #rust2019
#BlenderNation Behind the Scenes: 2.5D Geometric Punk Drummer - https://www.blendernation.com/2018/11/14/behind-the-scenes-2-5d-geometric-punk-drummer/ by Abby Crawford -- posted at 2018-11-14T19:22:26 with #RSSTootalizer #b3d #blender
being silent does not necessary mean being inactive. I've worked hard on the architecture (now based on a «parallel Entity Component System» model) , and adapted my guile-based rendering system to my Rust engine.
And I use it for the 2d ambient occlusion system.
I join here a small preview before/after.
Baking Thickness maps in Blender 2.8 https://www.blendernation.com/2018/09/12/baking-thickness-maps-in-blender-2-8/ #b3d
Original tweet: https://twitter.com/BlenderNation/status/1039867404866740231
Recursive chess ftw.
#BlenderNation Let’s Make: 2D Isometric Sprites from a 3D Model - https://www.blendernation.com/2018/09/05/lets-make-2d-isometric-sprites-from-a-3d-model/ by jsabbott -- posted at 2018-09-05T18:29:47 with #RSSTootalizer #b3d #blender
To generate good looking tile, looking at the data (and the source) of Wesnoth (https://wesnoth.org/) is a very good inspiration, they do it right.
For, generating tile using blender, I 'improvise' with it, using a insometric camera I share between every sprite (and use python for rendering batch).
Someday I'll probably take the time to write an article about it, but it may be in French.
sin(x) + sin(y) + sin(x+y)
Ludopoète (game designer) ; Tabletop game enthusiast ; Software Architect.
Game development! Discussions about game development and related fields, and/or by game developers and related professions.