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This is my proposal for a rewrite of the ParticleMaterial properties. From a 2D artists usage standpoint. Nearly all of this should translate to 3D as well i think.
The goal of this rework is to ma…
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Hi there,
The question might seems naive, but I've search on the documentation and on web and still couldn't find a working solution ?!
So, on wordpress, how to display the current post content u…
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Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
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```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
-
```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
-
```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
-
```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
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The game uses dx5 and 32 bit z-buffer, which is why it does not work on modern systems. You can use dgvoodoo 2 or DDrawCompat. When upscaling the game engine, particles (blood, cartridges) become micr…
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**Name of effect**
Tornado Time, Tornado Warning
**Duration if timed effect (long or short timed?)**
Short
**Effect Description**
Causes a small area of violently spinning objects, peds, and ve…
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Hi guys !
I've worked yesterday on [an HTML5 version of Spectrum](http://arcanis.github.io/spectrum/). It's far from being complete, but it is already a bit playable. If you want to work on it, I wou…