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Why485 🐀さんのイラストまとめ


Former modder turned amateur game developer. Lead developer of Tiny Combat Arena. Buy the game on Steam!
store.steampowered.com/app/1347550/
twitter.com/Why485

フォロー数:107 フォロワー数:10025

For the record, the combined tri-count for the LOD meshes is ~200, compared to the ~1200 for the normal plane. https://t.co/Psi3V4Iazz

1 59

Yeah, looks like you were right. It was too big. The canopy is one those things that gets tweaked all the way to the end because getting it to look good from all angles is tough. It's smaller now, a bit more curved, and more in line with the reference I have.

0 9

The list of munitions is growing. I added an AIM-9C since the radar guided missile mechanics are really fun, but I'm hesitant to give the Harrier a long range air to air missile. The AIM-9C is a variant of the Sidewinder that swaps the IR seeker for a semi-active radar one.

10 166

Still needs details and a damage model, but it's very cool looking.

3 84

Found what looks like a great source. University of Texas has a bunch of "Tactical Pilotage Charts." Even has things like highway airfields.
https://t.co/WjGWjDI3ea

1 31

AIM-7 Sparrows are my favorite missile.

4 84

I've been real heads down with programming the sensors and radar stuff (mostly UI...) and my brain was totally fried, so I decided relax and work on a new AI plane for Tiny Combat.

14 200

I have one more question, this might be unique to Cuba, since by that point it wouldn't surprise me if the tech diverged quite a bit. Do you know this sort of thing could be done? A-10 had a ton of sharp polygonal cliffs and even tunnels. That can't be done with a heightmap 🤔

0 3

I just realized this is potentially a big opportunity 🤔
Do you have any insight into how the terrain was created in that engine? Hornet and A-10 had such distinctive terrain that is SO hard to emulate with modern workflows, processes, and rendering.

0 3

Simple indicator for tickets at the top.

7 98