Looking through old projects...
Some time ago, I was working on a project that was 1st person. Typical issue: weapons penetrating into walls when close. In a deferred pipeline, everything is rendered from one camera, so classic multiple camera and multi FOV tricks are problematic. Clever line trace and IK systems to animate arms and weapons out of the way were off the table.
I am sure that I am by far not the first to think of this, but my solution was to flatten the character along the camera's forward vector in a shader. Here it is viewed from 3rd person so you can see how it works. Fun.
#gamedev #unrealengine
Been watching a lot of old fight movies lately. Last night's choice was Hard Times, (1975)
I had heard this film inspired a couple of the Street Fighter 2 levels, but this was neat to see first hand.
Trivia: Hard Times was released in Japan under the name "The Street Fighter."
Disappoined to hear official support for the #Atari_VCS is coming to an end. I always thought it was a neat little machine. Looked beautiful too!
I wish would have had more time to tinker with it.
New Street Fighter movie was great!
They should have made a game based on the new film.
I know a guy… ;)
instagram.com/p/DenIQCdgUan/…
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