I like the render quality, look very realistic and well integrated with the plate Physics are quite fucked up in that sim, the shuttle goes trough the building as if it was air, the shuttle should get totally designated by the impact Also the full simulation seems to go in slow motion while the cars and people moves on real time The ground destruction looks cool too, and the concept is interesting
At The Amsberry Law Firm in San Antonio, we focus on helping our valued clients resolve legal concerns that have a profound impact on their lives and long-term well-being.
This article is very detailed and meticulous, I have read many articles on this topic, but for this article, you leave me a deep impression and practical application to my life. Thank you for sharing. https://templerun.co
Nintendo UK uploaded a bunch of paper scans, which show the way the cult game levels were planned.
With modern game development, everything is going digital. Like every office, game developers tend to type, not to write, they tend to use Wacom instead of the pencil. Yet, back in the day, everything was analog. Developers from Nintendo used just simple drawings to make their amazing masterpieces.
Nintendo UK shared some scans, which show the way the Legend of Zelda game levels were planned. You can find Takashi Tezuka’s skull room drawing, with a comparison to how it appeared in game. There are drawings by Shigeru Miyamoto and other developers as well.
Check out this video to see every part of the game drawn by hand. Pretty amazing stuff.