dev-log 2016 in years at 网易
Late version of monthly report at the April to august 2016 in years. It is an old monthly document that is almost 5 years old.At that time, Unity's PBR was an unstable version, and Linear Space was not added.Since the establishment of TEAM had not yet been completed, most of the fields were carried out... Continue Reading →
Freeze On Air online dev since by 2004 in years.
Invested from http://www.gomcorp.com/ and developed at Brownie Studio.A casual sports online game project where I left the design company Artbox in 2004 and participated.My joined the Motion Design Team as a team leader and served as a development PM.All engines and tools were developed in-house without using a commercial engine.Overall, the careers of the team... Continue Reading →
FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin base ambient cut out darkness attenuation. It support to all android device and ios device all even thought It just support for NVIDIA Shield game device. We some made skin shader. Our fake SSS skin... Continue Reading →
X2M mobile mmo rpg
整个世界的空间为32 Km X 32 Km 真实地形世界空间为16Km x 16Km 运行时包括Light Probe SH数据流时完全流式处理(内部开发)。 远近阴影处理。 -VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组) -阴影卷代理网格系统。
建议和经验,不要只听技术
Written by JP.Lee 我是心动的 Technical art team leader. leegoonz@163.com 这是一款独立游戏的遗产,我在2013年与两个朋友合作后做了一点工作。将3D渲染处理直接添加到cocos2D引擎并集成Bullet物理引擎。这款游戏失去了独立游戏的初衷,因为它本身就是游戏工具。 我与一个小型办公室签约,每月支付约3000元人民币。当我离开工作时,我聚集在办公室并逐渐成长。 在Spine工具问世之前,我必须自己开发工具,但是正在开发它的朋友专门从事引擎和工具的生产工作,因此我每天晚上花费大量时间来添加和组织功能。也许即使在此期间,作为技术艺术家,他也专注于功能。 This is legacy of an indie game that I made a little after work with two friends in 2013.Add 3D rendering processing directly to cocos2D engine and integrate Bullet physics engine.It was a game that lost the original goal of the indie game... Continue Reading →
Using Onedrive cloud sync with your project of Dev. Korean.
중국에 거주하다보니 집에 SVN 서버를 직접 설립하기 힘들었다.인터넷 회사에서 제공한 공유기의 계정도 모를뿐더러 모두 중국어로 되어 있기 때문에 DDNS 를 빌드하는것도 여간 힘든것이 아니다. 그래서 생각 끝에 전세계 어디에 내가 있더라도 프로젝트를 동기화 하며 중국의 보안 방어막의 영향을 안받는 서비스를 찾았다. 중국에서는 마이크로소프트가 구글이나 아마존에 비해 중국만리장성 파이어월의 영향을 받지않는다. 일시적으로 생성되는 파일들 그러니까 케시파일이날... Continue Reading →
Gamma Space skin shader development.
Developer: JPLee Email: leegoonz@163.com JP Lee | creating Game | Patreon Unity Version. Rendering pipeline: Standard RP. Summary. Most of the latest game development is produced in a linear space. However, I had to develop it in an environment that uses gamma space at the request of someone. His game was not a game with... Continue Reading →