Introducing a new project I'm playing with called SVGame. It is a simple easy to learn game engine that uses d3.js to render SVG. I'm trying to follow a lot of the patterns I see in Godot.
Barycentric coordinates are a way to describe a point in reference to a triangle. They have a few interesting properties and uses within game development so let's check them out. At the end of this article I hope you can completely understand what barycentric coordinates are, how to calculate them and, what kinds of values you can derive using barycentric coordinates.
Follow up to another blog post
Recently I wanted to try and figure out how dilation works and if I could replicate it inside of python using nothing but the PIL library. It's a pretty straightforward bit of code.
I wrote a quick modo script because I had a need to select some verts if they had weights within a specific range.
Dynamic descriptive parms can be super helpful indicators of what an hda is doing without having to dive in to a node. Think about how handy the little blue text on the group node can be and try and think of ways to use that in your next hda. This guide will teach you what a descriptive parm is, how to use a descriptive parm, and how to create a dynamically updating descriptive parm using a little bit of python and a callback script. We'll learn about all of those things and how they work together.
Automated Cryengine LOD creation script in 3ds max using maxscript and ProOptimizer.
Or how I learned to stop worrying and love the automation. Some of my thoughts and processes on how I keep things flowing using bots. This is a constantly updated and work in progress post.
A library of CRYENGINE python Editor scripts I use to do my job at Entrada Interactive working on Miscreated. It has a lot of very useful functions that I've automated or found really needed.
Modo is totally awesome. I use it for everything except texture painting because Allegorithmic is the king of that neighborhood. No doubt about it. Modo has lots of awesome features and shader techniques as well as procedural modelling techniques that you can only use inside of modo. Trying to export a lot of that stuff out and freeze it down is an unnecessary step and prone to lots of errors. It should be cut from the pipeline. As cool as xNormal is if you’re using modo bake in modo and save yourself a huge hassle.