Pisarz' news/status & other stuff.
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Prototype testing.
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Sneek preview of Homeworld: Shipbreakers (possible benchmark?):
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@Pisarz
When I was at Unite 2015, two of the devs of shipbreakers had a talk about their procedural camera system for Unity. It was actually interesting stuff.They uploaded the talk here: https://www.youtube.com/watch?v=QNR9Nvjsv9Y
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@bilal
What!? You were there!? Awesome!!! Yes, I saw the entire presentation yesterday! What a small world. I realized that their visualizations were just like the ones I did in my sketchbook (the ones representing the camera). How was it? Did you find other things that we could use? -
Yup! Proof: Random unity stuff! :O
The presentations were actually pretty cool, and there was a lot of stuff on augmented and virtual reality. One thing I'd really like to do is a sort of augmented reality game with machines using this thing they gave us at unite:
It's a project tango dev kit. More on that here.
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@bilal
This is very interesting! I'm currently a bit bussy, but I would like to discuss about this as soon as I can! -
@bilal
The procedural cinematography seems to be promising. It would improve the gaming experience even more if applied to the switching between the different cameras. -
@Pisarz
It actually is very cool. They'll be releasing their tool on the Asset Store if I remember correctly.On another note, the game is available for preorder now, but they renamed it "Homeworld: Deserts of Kharak." (want)
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Could it be used?
I also found this:
http://www.world-machine.com/ -
@Pisarz
Well, I'm not sure when it would come out, and we'd have to re-write it in C++ to use it in UE4 lol. UE4 has a matinee system anyway though.As for World Machine, we probably can just stick with the UE4 terrain editor for now. If we were using Unity's terrain system, it would be a different story. (Sorry Unity :( )
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Thumbnail sketch for a map. It's an industrial facility.
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This post is deleted! -
This is another version. I added some machines for scale reference.
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This is a rural area.
Due to the intense radiation from the system's star, the pod managed to terraform the entire place by itself, developing genetically modified crops resistant to said radiation, and building a subterranean city which can be accessed by a system of elevators (being the one to the right of the pod the main one). The structure behind those factories is a crop storage and processing facility, which is used to produce food, fuel and organic composites for overall construction. Based on the city's needs, this plant administers its production in a proportion according to the demand. Unfortunately, humanity never arrived, so the city is empty.
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@Pisarz Hmm, that is an interesting concept! The storage must be very big, since the Pod looks so small...
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@Encrypted I'll try to do more, but it would be nice to have a 3D version of this!
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@Pisarz well send me some Concept of this and some Reference and i can Do it
trhow it throught skype i am Ddc_Cl Diaz -
@Ddc_Cl
Thank you! It will take a while for me to do them, but the place is more or less of this size:https://s-media-cache-ak0.pinimg.com/736x/9f/83/61/9f83611f797ec960f6f516c5eb1da699.jpg
http://www.nasa.gov/sites/default/files/thumbnails/image/2015-2161.jpg
http://scitechdaily.com/images/mobile-launcher-as-it-stood-at-Launch-Pad-39B.jpg
http://oborona.gov.ru/common/modules/photo/uploads/album/185/big/ms3_7750-jpg.jpeg?time=
http://www.nasa.gov/sites/default/files/transformation-aerial39b.jpg
http://images.ksc.nasa.gov/photos/1983/medium/KSC-383C-1084.07.jpg
https://www.nasaspaceflight.com/wp-content/uploads/2012/11/Z512.jpg -
@Pisarz Lika Diz?
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@Ddc_Cl
Nice! I will provide further references to improve the accuracy of my concept.