Streamlining our Content Generation for Track meshes and World Items.
Once I had the core mechanic of Metric Racer down, I tried a number of ways to increase perceived speed to make it seem that the player was moving faster […]
Selective Bloom, Emissive Glow, Fake HDR, there’s a number of ways to call this, but with Metric Racer being a scifi racing game, there was a need to make it […]
Recently we heavily improved on our 3D Gizmo in the Vertices Engine and it’s in game editor. Initially it only allowed for 3D Translations, but with Metric Racer become more advanced […]
There’s lots of text in a game, but there’s also a lot of languages in the world. Google Play and Apple both allow you to set properties for your game […]
Snap shot of some of the new #VerticesEngine features. Terrain Editing along with Screen Space reflections are two of the recent additions to the 3D side of our Cross Platform […]
If a tree falls in the woods, but there’s no Camera Frustums around to see it, does it still get rendered?
Check out through the link how we implement Camera Frustum Culling to optimise 3D scenes within the #VerticesEngine.
The Vertices Engine is an in-house developed engine based in built from the ground up in C#. It comes compatible with both XNA and MonoGame libraries for use as the […]
We’re keeping a dev blog of what’s going on with Virtex and how our games and apps are coming along along with a set of tutorials with game design, technical tricks […]