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Andrea "Jens" Demetriooffline

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  • twitter.com/AndreaDProjects
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Andrea "Jens" Demetrio

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  • @andrea.demetrio.books
  • May 3, 2018

It was quite the extenive post, thanks for your opinion. I still have some comments on it: - the fact that there is a monopoly does not mean that you don't have to try: see Skullgirls as an example of well done, recent indie fighting game; Let me now answer your...

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Andrea "Jens" Demetrio

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  • @andrea.demetrio.books
  • May 3, 2018

I can't unfortunately make the source code of my project public ATM, sorry! It's quite a lot of code and using some external libraries (Sorry for the late reply, I didn't receive notifications for a while). I can give some support if needed, just contact me on Twitter!

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Andrea "Jens" Demetrio

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  • @andrea.demetrio.books
  • January 10, 2018

Won't it will look a bit ragdoll-ish? I have seen a couple games using this approach, but usually they don't seem so smooth. Do you have any specific tool/game in mind? If so, can you give me a link to check it?

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Andrea "Jens" Demetrio

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  • @andrea.demetrio.books
  • November 26, 2017

I agree with you. It's really expensive and time consuming to build an own graphic engine. UE4 is just powerful enough to fit most of the requirements of the big studios 🙂

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Andrea "Jens" Demetrio

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  • @andrea.demetrio.books
  • November 20, 2017

According to this interview https://tekkengamer.com/2017/05/31/tekken-7-dev-qa-harada-michael-talk-unreal-engine-4-used-tekken-7/ , before 7 they used to work with Playstation code that would have been basically impossible to port, so they decided to exploit the whole physics engine of UE4, together with the graphic part, to achieve a faster development cycle. I've found no mention...

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