Quite the Start
Since the start of 2016 I have been extremely focused on developing Shadowdawn: Genesis. The first priority was of course porting the original engine from the […]
Since the start of 2016 I have been extremely focused on developing Shadowdawn: Genesis. The first priority was of course porting the original engine from the […]
This weekend, I added yet another element to the engine, which is more a special effect than anything: time distortions. This is a fancy term […]
Here’s a somewhat interesting conundrum I’ve encountered regarding controls. I’m hyperaware of what is intuitive to the end user (not to mention the fact there’s already the […]
So one thing I’ve been putting off on Arashi’s final animations are the apparently infamous walking cycles. I’ve had no training or schooling in animation […]
Today is far from over, but my sinus-ravaging cold be damned I’m going to get as much done as I can. Unfortunately one of the […]
Shadowdawn Genesis development is getting really exciting from here now. There’s just a few more things I need to add to the projectile/weapon/effects class to be able […]