Please do not use any of my content for AI
However I had to cut these and use a lot of fog effects as well as a Kawahara filter to hide the distance cut.
However I had to cut these and use a lot of fog effects as well as a Kawahara filter to hide the distance cut.
Not just for art direction reasons, but also to hide the scaling back of some graphics.
Not just for art direction reasons, but also to hide the scaling back of some graphics.
I forgot what would have been there though in that demo.
I forgot what would have been there though in that demo.
However the major bottleneck here was just the game framework being built for linear mission design, and originating on Unreal Engine 4.
However the major bottleneck here was just the game framework being built for linear mission design, and originating on Unreal Engine 4.
I do wonder how much of a leap a potential Godot 5 would be though...
I do wonder how much of a leap a potential Godot 5 would be though...
Chances are we won't, and only will switch to a different engine if our in house engine is finished early.
Chances are we won't, and only will switch to a different engine if our in house engine is finished early.