Ege (@egedq) 's Twitter Profile
Ege

@egedq

working on a game engine. immersive sim enjoyer

ID: 1368245627973472257

calendar_today06-03-2021 17:03:47

312 Tweet

59 Followers

769 Following

AK (@_akhaliq) 's Twitter Profile Photo

Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold paper page: huggingface.co/papers/2305.10…

Ege (@egedq) 's Twitter Profile Photo

rigs working in engine now, animation support next. working with 3d file formats suck and assimp only fixes some of the problems. I didn't expect reading to be hardest part of skinned mesh support #gamedev

Synergy (@synergy_thegame) 's Twitter Profile Photo

It’s #PitchYaGame again! Synergy is an eco city builder in a sci-fi universe inspired by great games like Pharaoh and Frostpunk #gamedev #indiegame #indiedev

It’s #PitchYaGame again!

Synergy is an eco city builder in a sci-fi universe inspired by great games like Pharaoh and Frostpunk

#gamedev #indiegame #indiedev
Ege (@egedq) 's Twitter Profile Photo

Trying to emulate Hammer in Blender. some script enforced viewport rules, automatic asset creation from a folder and ability to change engine/gameobject settings with mesh metadata, but Blender python api is so bad, I've failed to replicate hammer like uv maps😭

Trying to emulate Hammer in Blender. some script enforced viewport rules, automatic asset creation from a folder and ability to change engine/gameobject settings with mesh metadata, but Blender python api is so bad, I've failed to replicate hammer like uv maps😭
Ege (@egedq) 's Twitter Profile Photo

Extreme-G racing but with monke. using math(road path as a function) to move and orient instead of raycasting the road mesh itself. this is to avoid ugly orientation snaps which was really obvious in xg4.

Ege (@egedq) 's Twitter Profile Photo

vague post on one side, 20 min vector video on the other side. here is the middle ground; github.com/mkirchner/link…

Ege (@egedq) 's Twitter Profile Photo

Mutantleg Games Jakub Tomšů blender can do those, problem is csg modelling and uv maps. i decided to adopt quake1 bsp format without bsp rendering because there are a lot of level editors that support that asset pipeline

<a href="/mutantleg/">Mutantleg Games</a> <a href="/jakubtomsu_/">Jakub Tomšů</a> blender can do those, problem is csg modelling and uv maps. i decided to adopt quake1 bsp format without bsp rendering because there are a lot of level editors that support that asset pipeline
Ege (@egedq) 's Twitter Profile Photo

- rewrote resource manager's memory allocator (modified version of slab allocator? not sure) - starting c# scripting support - can load any quake 1 map

- rewrote resource manager's memory allocator (modified version of slab allocator? not sure)
- starting c# scripting support
- can load any quake 1 map
ludwig (@ludwigabap) 's Twitter Profile Photo

Handmade Hero and the 2016 Mike Acton talk would get people 10000x further with C than 99% of tutorials and books they read