![]() ![]() Here enemies can be fought in "random encounters", which means you'll be attacked by surprise, at random, while simply walking. All of the item powers consume resources that are shared by the entire team. They'll give you an "item power" that you can use in battle and/or from the Heal menu. While MPs are personal, resources are shared by the entire team.Īrtifacts are unique and extra powerful magic objects. ![]() Most active powers consume MP (Mana Points), but others, such as item powers, consume resources. The main resources are: food, alchemy, stuff, void and golz. Slide to the right to confirm, to cancel slide to the left. To browse the menu as if you were holding a controller - menu items are NOT activated by touch - slide up and down to navigate the options. There you can access the Healing section to heal the team. Touch and hold the screen to open the menu. Tap the screen as you did before the dialogs to interact with the chicken. To do precise changes of direction, release your finger before changing direction.įor the PC/Steam version, the keyboard arrows keys are used to move, "Z" is to interact and "X" is the "back" or menu button. Slide your finger to move the heroes as if you were using the analog stick of a controller. The gesture can be done anywhere on the screen. Touch and slide to move the heroes in the gesture's direction. ![]() Movement - Do&De:Advanced Keybinds (All versions) Distributed by a MIT license.Tap the screen to proceed with dialogs and confirm. A lot of vulkan related articles.Ĭopyright © 2020 Victor Blanco. From the same devs as bitsquid/stingray, their next development blog. Bitsquid engine blog Blog of game engine development by the developers of Bitsquid/Stingray game engine.TheMaister blog Low level graphics programming blog.Nvidia gameworks Nvidia graphics resources and blogposts/tutorials.GPU Open AMD graphics resources and blogposts.Vulkan GPU Info Database of specifications for the different GPU vulkan implementations.Vulkan Spec Highly necessary resource for information about the API.Intel GPA Profiler and debugger from Intel.More advanced and modern than the quake 1 port. Uses very advanced draw indirect and mesh shader techniques to render huge object counts. Small vulkan-first rendering engine built on stream. ![]() Very useful to see how can one abstract vulkan. Minimal simplification layer on top of vulkan. Newer samples, has tutorials about specific ways of implementing things well. Great set of vulkan samples, with a lot of features implemented on them. Slides by AMD talking about common errors by vulkan implementations and how to do them right. Best practises when using vulkan and directx12 for high performance games. Also talks about how NVidia gpus execute vulkan. GPU Driven Rendering, NVidia How to use vulkan to do very high object counts for CAD.How vulkan structures map to the AMD GPUs, and whats the fastest approach to use. Goes with the graphics study where the exact details are shown. Doom Eternal engine architecture, bleeding edge Vulkan usage. Rendering the Hellscape of Doom Eternal.The Devil is in the details Talk about the Doom 2016 render engine.Talks about the design and general architecture of the game engine for the game Destiny. Destiny’s Multithreaded Rendering Architecture.High level overview of good design choices and practices on a Vulkan game engine. Best in class documentation about high performance PBR lighting shaders. Recomended you try to go through its chapters but using vulkan instead. While we use vulkan, this tutorial talks a lot more about graphics programming basics such as graphics pipeline, transformation math, and lighting techniques. Goes a lot more into detail on vulkan initialization, also talks about things we don’t do here. The most popular vulkan tutorial on the internet. This guide does not cover everything you could need, so this is a compilation of high quality vulkan related materials and resources. ![]()
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