Swap with $GALA ♻️Get $GSWAP 🔥
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From VOX Odyssey to 'Project Cerberus,' your VOX's journey continues!
Why build on GalaChain?
Hackathon recap with CTO Adam Price
Voyager: Ascension coming soon to Gala Games.
Join our Discord for more information. Link in bio
Discover the latest additions on #GalaSwap 🔄
Newly available tokens: Last Expedition & $VGX
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Just incase you missed it.
Day 1 recap of GALAthon2024 at GDC2024 💙
Will you rule the Tolkhiem arena?
⚔️ Take on challengers in Legends Reborn: Age of Chance
Play now at Games.Gala.com
#galagames
The GalaChain Hackathon is right around the corner and we have one more thing for you to get excited about!
Enter the GalaChain Hackathon 2024 LiveStream Giveaway for a chance to win one of the 423 NFTs!
Read more about it in the blog: https://gogames.gala.com/ugIbC
The giveaway link: https://gogames.gala.com/GalaThonGiveaway
#sweepstakesentry #promotionsentry.
We got some leaks for y'all, Mirandus fans!
Our rockstar Todd 🎸 has most of the controls already hooked up for a gamepad. Original video was much longer but you get the idea. 😉
Let's talk about Audio in Mirandus!
Here are a couple of audio leaks:
The new game intro... We're currently sorting through thousands of brand new sounds for the world.
We recently optimized the world tag queries so we can recognize different materials in the world, now the world recognizes the fabrics the character is wearing. You'll see the audio team swapping different boots in their inventory and the sounds changing automatically.
Ball Look Video in Mirandus!
How to get characters to "look" over animations, so they can idle and move around without the looking disrupting the bones.
Our first iteration of this was good but wasn't as solid as we wanted it. Unity's IK won't work on generic rigs, so Angel had to roll with it and hand-write the code using some trig and additive quaternions. At first the characters were looking at a relative vector and not directly at the sphere. This video is our second pass once we figured out a better bone chain and blend influence.
What is the stack of cubes in the middle? That represents an arbitrary bone chain, so we can include as many head, neck, and spine bones as needed to make it look more convincing. Right now the "look" origin is the last bone on the chain, so it could still get a little more accurate if we decide to base off the center point of the eyes.