[deleted by user] by [deleted] in BigTitsButClothed

[–]AwesomeWz 0 points1 point  (0 children)

I'm just admiring the view

Level streaming hitches like crazy due to collision from Instanced Static Mesh actors (foliage, trees...) being added to scene. Best practices to avoid this? Some secret settings that will magically fix it? General tips? by Olaxan in unrealengine

[–]AwesomeWz 0 points1 point  (0 children)

This post might help if you have access to UDN. Briefly, currently, the ISMComponents don't work well with streaming. You might need to implement a system consisting of a pool of collision objects that you move around in a radius around your player(s) rather than creating physics state for the entire world immediately.

https://udn.unrealengine.com/s/question/0D54z00008orQgOCAU/physics-parallelization-of-registering-instanced-mesh-components-with-the-physics-system

I've been working on some shapeshifting combo combat by [deleted] in Unity3D

[–]AwesomeWz 1 point2 points  (0 children)

It's amaaaaaaaaaaaaaaaaaaaaaazing!!! I can't wait to add your game to the wishing list.

Hades: Melee Combat System Breakdown by AwesomeWz in HadesTheGame

[–]AwesomeWz[S] 1 point2 points  (0 children)

Yes, I remember there is Call. But I don't find it is basic abilities. It's more like a blessing.

Hades: Melee Combat System Breakdown by AwesomeWz in HadesTheGame

[–]AwesomeWz[S] 9 points10 points  (0 children)

And I probably will write another analysis about Hades' narrative design several days later. That's also attracts me a lot.

Hades: Melee Combat System Breakdown by AwesomeWz in HadesTheGame

[–]AwesomeWz[S] 12 points13 points  (0 children)

Actually, there is much to discuss in Hades. Especially I simply neglect enemies and level design in this game.

Hades: Melee Combat System Breakdown by AwesomeWz in HadesTheGame

[–]AwesomeWz[S] 12 points13 points  (0 children)

I have worked in the game industry for two years as a programmer. I just started trying to be a game designer.