I’m finally able to post some of the technical tests I’ve done; even if I cannot post finished work. Sometimes it sucks to be lawful good.
There’s scads of other videos, but sometimes they’re just too simple to bother. I lead the feature requests and was responsible for covering the VFX team needs as programming liason. While it would be simple to just point at other engines and say, “Make it like they did.” It was unrealistic to think they could just suddenly jump to the end. So I built an incremental list of features that walked us through each of the strong points of other engines by rationalizing the structure of our own feature set and comparing it to Popcorn, Unreal, and what I could see of Unity.
The most interesting thing about this is that it comes from an engine that went from zero to amazing inside two years. The entire Arch team at Arenanet is sold short by the companies inability to capitalize on stunning technology quickly enough. The tools team was incredibly responsive, and the graphics team was a monster machine chugging through massive features in respectable time.
You might think, “holy shit, is he a programmer?”
No. This is all node based and would have been fully accessible to anyone.
Questions and comments welcome.
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Bats
The preceding test for flocking
Happy to Skull Texture Test
Neural Style Test : Final verdict, much potential!
GPU Torch Test : Final verdict, too heavy
Unreal Smoke Tests
Dome Shield with Sim
Curl Demonstration