A unique mix of brain teaser and action puzzler, Oxyd® is an award winning classic computer game originally created in 1989. After 30 years we are proud to present a redesigned version.

• Hundreds of challenging levels require thought, skill and dexterity.
• Highly accurate physics.
• Over 1000 elements lead to an unlimited number of puzzle challenges.
• Classic single player and cooperative two player modes like in the original game.
• New game modes: Cooperative multiplayer and competitive multiplayer for two and more players. Extreme challenge, single player meditation, multiplayer meditation, speedrun.
• Unique underlying architecture allows profound modding.Read More →

0:08 – Preview 0:59 – Display 1:28 – Animation List 1:57 – Speed 2:36 – Mix 3:21 – Track 4:26 – Alpha 5:31 – Additive 7:07 – Hold Previous Accompanying Spine User Guide article: More →

0:08 Weights 0:42 Bind 2:03 Update Bindings 3:38 Weights Tool 5:11 Mode 6:33 Smooth 7:15 Prune 8:32 Overlay 9:07 Animate Mode 9:49 Triangle Order Accompanying Spine User Guide article: More →

0:08 Tree View 0:25 Expand and Collapse 0:57 Shortcuts 1:29 Selection 1:52 Properties 3:00 Drag and Drop 3:27 Filters 4:22 Auto Scroll 4:49 Annotations 5:06 Folders 5:25 Find and Replace 7:06 Regular Expressions 8:03 Type to Search 8:58 Image Preview 9:23 View Settings Accompanying Spine User Guide article: More →

Erika and Mario walk you through the most notable features in the latest release of the Spine Editor and Spine Runtimes. 00:16 Mesh tracing 00:40 Polygonal texture packing 00:58 Soft IK 01:10 Skin bones and constraints 02:23 Mix-and-match project 02:49 Folders 03:28 Rulers 03:42 Enhanced PSD export 04:10 Welcome screenRead More →

In this Unreal Engine livestream SideFX Game Technical Artist Paul Ambrosiussen shows a variety of ways Houdini was used for VFX, mesh processing, terrain, world building, and mega-structure detailing in the realistic cinematic, “Rebirth”, created in partnership with Quixel and Unreal Engine for GDC 2019. Houdini: Unreal Engine: https://www.unrealengine.comRead More →

Let’s start our Scatter HDA by getting the basic tool setup hooked into our TOP network. We will also get a few items setup in the HDA’s Type Properties. This lesson is part of a larger collection of tutorials which you can access here along with project files: More →

Now that we have the HAD which is responsible for the texturing of the terrain, let’s get it hooked into the TOP network so it is producing the textures for our terrain inside of Unity. This lesson is part of a larger collection of tutorials which you can access hereRead More →

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