10 years ago I started working in the games industry. Along the way I've picked up a few things that I wanted to record (for my own sake!) and share with you. 1. Understand the problem before chasing a solution Don't be tempted to start designing a solution when the problem is not fully explored and understood, take the time to focus on what you're trying to resolve. Make sure you understand what the solution needs to accomplish then formalize your findings, write them down. Develop goals. Present these to other team members, discuss and amend them as required. It's always better to debate the purpose of a feature than to debate a feature with no obvious purpose. 2. Don't pop an idea before it's fully inflated When a new idea or feature is proposed it's tempting to start immediately identifying flaws or concerns. Avoid writing ideas off or designing fixes based on these assumptions. Although these concerns are likely valid it's worthwhile giving the peop...
I recently picked up a Dell 27" IPS 165hz 1ms S2721DGF Gaming Monitor . It's a bit of a beast. If you're not a monitor nerd, "hz" aka "Hertz" is how many frames it can show on the screen per second. This is also known as refresh rate. Most monitors display at around 60hz. This means if your game is running at above 60 fps your monitor won't really show it. Enabling a feature like V-sync, which matches the games FPS to the monitors refresh rate will demonstrate this as you will notice (if you are running above 60 fps on a 60hz monitor) that your fps is now clamped at 60. G-sync / Free sync are similar, these features match your monitors refresh rate to your games FPS (freeing up your GPU to pump more frames instead of running V-sync). If you spot screen tearing in your game, that's usually down to your FPS not matching your monitors refresh rate. So now I have a beefy monitor that is G-Sync / Freesync compatible and can display 165 frames per ...
It's not a great unwrap and I'll end up using a lot more texture maps than I actually want to :( But because it's the first time I've unwrapped something this complex I'm letting myself be a bit sloppy. On the next buildings and props I'll try and make sure the unwraps are tighter so I use less texture maps.
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