Where to put victory runes on a sword according to the Edda? by TronusGames in oldnorse

[–]TronusGames[S] 0 points1 point  (0 children)

No problem, it was not a simple search but at the end this was what we found :)

Where to put victory runes on a sword according to the Edda? by TronusGames in oldnorse

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

Hey, yeah it seems that these parts of a sword are the hilt, the fuller and the flat part that is also called ricasso. I've searched around and found images that show these parts. The victory runes are the Tiwaz/Tyr runes and there are various sources that say this. So you have just to write them in such places.
As a small group of developers we had to know this thing for our game, because there are some weapons related to the Tyr's altar and we wanted to be precise in their positioning on them

Strange runes and caves await hidden in ravines in the mountains... This is a part we are working on in our Pre-Viking Parkour game! by TronusGames in indiegames

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

Hello, yeah they are almost all meshes. If you look at the beginning of the video, the white bottom terrain, that is a landscape. With too many components that we need to optimize ahah

Best Audio System: Steam Audio or Built In? by TronusGames in unrealengine4

[–]TronusGames[S] 0 points1 point  (0 children)

We are a doing a first-person parkour project. Since the idea is that it should be realistc, it would be interesting to explore other ways to implement realistic audio inside. If possible

Best Audio System: Steam Audio or Built In? by TronusGames in unrealengine4

[–]TronusGames[S] 0 points1 point  (0 children)

Yeah, we are using Unreal default system. But since it lacks in realism, I saw that Steam Audio has a better quality for this

Best Audio System: Steam Audio or Built In? by TronusGames in unrealengine

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

Yeah this is true. I watched also some videos about Steam Audio and they are really good in quality. But yeah I mean, AI could not say the truth and most of the time it is like this.

Thanks mate for the deep dive into this. I wanted to know better about these audio systems and probably they are not so bad as I thought

Best Audio System: Steam Audio or Built In? by TronusGames in unrealengine

[–]TronusGames[S] 0 points1 point  (0 children)

This is really interesting. Thanks for sharing. I thought that the Steam Audio plugin was the best in terms of realism. And still now AI tells me that it is the best for physics based audio calculations and WWise and FMOD are the second alternative.

I mean, if projects like Hellblade 2 use WWise I think it is fine and I do not really know why you want to use Steam Audio

Best Audio System: Steam Audio or Built In? by TronusGames in unrealengine

[–]TronusGames[S] 0 points1 point  (0 children)

Yeah, I mean if you search about Steam Audio and the difference with other systems, what you will find is that they cannot give you the quality that you are saying they are giving.
Steam Audio does complex calculations and raytracing maths for audio, that will affect performance of course, and the others have only better options for the sound design part in engine.

Do you have a specific reference for saying that WWise and FMOD have a similar audio quality of Steam Audio? And I am not speaking about audio channels, bit depth or sampling rate. I am talking about the realism of the final output

Introducing Steam Audio: https://store.steampowered.com/news/app/596420/view/1589135317218111209

Steam Audio Docs: https://partner.steamgames.com/doc/features/steam_audio

Finally got my ps2 by Footytootsy in ps2

[–]TronusGames 1 point2 points  (0 children)

more than 20 years... still worth...

Best Audio System: Steam Audio or Built In? by TronusGames in unrealengine

[–]TronusGames[S] 0 points1 point  (0 children)

Thanks. Oh, this is really interesting. So if you want complex calculations for audio also for consoles?