The long-delayed Xen chapters of Black Mesa – Crowbar Collective’s remake of the original Half-Life – feel tantalisingly close now. In a Steam blog post yesterday, the devs warn that “If you want the polished, complete Xen experience, you should wait. It won’t be long!”, but if you’re ready for your first taste of their re-imagined alien world, you can try it now. The first three (of nineteen) maps are available to play as an opt-in beta, with the intent of testing how badly PCs buckle under the extensive changes they’ve made under the hood. Below, some thoughts on the new Xen. I really like what they’ve done with Xen. It’s now a living, busy landscape with lots of (mostly) non-hostile wildlife. While hinted at by resource caches in the original game, Black Mesa has you retracing the steps of past science teams, exploring human outposts among the floating islands. There’s a lot more use of the long-jump suit upgrade, … [Read more...] about Black Mesa launches its first three Xen maps into public beta
I've been studying steering and flocking behaviors, if not directly from Craig Reynolds work on Steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/steer/). I understand the basic concepts and how to apply forces but the main issue with this is performance. Using Unity, ECS and the job system, I have been able to implement a multi-threaded implementation of some simple behaviors (seek, arrival, evade etc). The problem is simply that all of the implementations of steering behaviors that I find are all based on this same principle and they all seem to suffer from the same problem - framerate independence. For example, a simplified example of seeking: // get a vector pointing directly at our target, at the maximum speed. desired_velocity = normalize(target - position) * max_velocity // get the steering force direction steering = desired_velocity - velocity // ensure the steering force never exceeds our maximum steering force steering = truncate(steering, … [Read more...] about Framerate Dependant Steering Behaviour
Being a novice in game dev I can't find a clear answer on how to decide what way to implement an animation is the best for different scenarios for 2D game. With Unity I can implement animations with built-in tools, I can insert a full sprite based clip, I can create my animation in After Effects and export for Unity or even play a video. So the question is how should I think when making a decision? Play a short 10 seconds clip before the game level showing two characters moving and talking plus a number of objects around (trees, clouds etc). My way of thinking: it's less than 10 object playing simple animations together. So I can prepare sprites for each, place them on the Scene and use Animator. From the other hand I'll want to edit something in future. So I'll have to change sprites, update what I've already done, delete and add new objects... So why wouldn't I create everything in After Effects, cut into frames and play in Unity? This way I'm safe to make any changes I want. … [Read more...] about Animation approach recommendations
Crash Team Racing Nitro-Fueled may not have been made by Vicarious Visions, the team behind the supremely challenging Crash Bandicoot N Sane Trilogy, but it retains its ethos. The Crash trilogy remaster caught everyone by surprise by making the bandicoot die, die, and die again in a series of grueling stages, andCTR Nitro-Fueled is its kart-racing equivalent in terms of sheer difficulty. But is it too difficult for newcomers? My experience with Crash Team Racing back in the day was brief. Though I never owned the game, I played it at a friend’s house, but never really took to it. (This was mainly because he was a controller-greedy only child who refused to play split screen in favor of making me watch him complete Adventure Mode, but the point remains that I was always more interested in Mario Kart.) I came to Nitro-Fueled as a noob, then, and immediately got the sense that I was doing something wrong. Power sliding … [Read more...] about Is Crash Team Racing Nitro-Fueled too difficult?
RGB lighting can be useful for a few things beyond giving your PC a futuristic aesthetic. You can program it to change colors with the CPU temperature or GPU temperature, or you can program game-specific keyboard layouts, for instance.But sometimes you shut off your computer for the night and the RGB lighting is still cycling on the motherboard. At first glance, there isn't a straight-forward way to disable RGB when your computer is in an off-state, but it's possible without flipping your PSU switch. You just might have to look in a few different locations.If you'd rather keep your room or office as dark as possible once it's time for bed, or if your other hardware components have enough RGB for five computers, here's how you can disable the RGB lighting on your motherboard.Sometimes you'll find a setting in the BIOS to disable the RGB, but some motherboard manufactures use their own proprietary lighting control applications not in the BIOS.To access the BIOS, press Delete or F2 at … [Read more...] about How to disable RGB lighting on your motherboard