This discussion introduces a new series about inverse kinematics for videogames. Before starting our journey, this post will show a few games that use procedural animations, and how they differ from traditional assets-based animations.
You can find all the other parts here:
At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial.
Last Friday morning people in the UK voted to leave the European Union. Regardless of your political views and economic situation, Brexit will have long term consequences; not just for the UK, but for the EU as well. And while the benefits of leaving the EU are still hypothetical (and wildly controversial), it’s easier to foresee the hindrances it will unleash. Brexit will strip European people living in the UK of many privileges they rightfully have. This article addresses the implication on the indie scene in the UK, and the resulting consequences on the entire gaming industry. Continue reading
From Pong to GTA V, it is undeniable that games have undergone a massive evolution in the past fifty years. While books and movies have offered a passive entertainment, games are the first really interactive media in history. And since we are the first generation which is experiencing it, it’s only natural that we question its power. This post offers a loose perspective on the effects of censorship in art and entertainment; on how it is affecting games and, even more importantly, on what it says about us as a society.
This post will explain why photorealistic rendering in games is important and, paradoxically, why you shouldn’t care
too much about it.
Photorealism is the Bonsai Kitten of game development: everyone talks about it, but it has yet to be seen. Despite this, there’s an ongoing battle of wits between game engines, ferociously fought with tech demos and last-minute announcements. Being able to render reality seems to be the priority. But… does it really matter? Continue reading
Many game developers are suspicious about alternative controllers, believing that since they can’t be easily mass produced, they are useless. Well, this is the story of how an Arduino got me to San Francisco for free. Twice.