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It will be quite challenging for me to answer briefly, but I will try my best.
At its core, you would define skills as game objects much like how players, enemies, treasure chests, trees, etc are defined and instantiated. A character in your party will have instances of skills which have execu…
A major part of gameplay is making sure objects are at the right places at the right times. This means you must understand the mechanisms behind how objects in a scene are placed at a particular position. You need to know how to do stuff like program a door to swing open when activated, or calculat…
It was a much simpler time back then.
Photographic perspective correction and simple UV project from view was the dominate go to.
Basically, everything was a real-life source texture stamp.
For this style, don't overthink it fren.
? Original Texture Source Photography from Half-Life 1 - YouTube
yes, pursue all 3 options, and see where it leads.
I actually had a similar question not too long ago.
I think it can be done without modifying the API using the methods available for reflection and JIT compilation, but perhaps it will be easier with some changes to the API to expose internal logic. The implementation of the internal method as…