Difference between revisions of "Sapiens Devlog 4"

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(Created page with "Create a mediawiki page from the following json object. The fields episode_number, title, youtube_link, date_posted, duration, number of views should be in a right-justified Infobox from the template "DevlogInfobox" that has these fields: {{{episode_number}}} {{{title}}} {{{youtube_link}}} {{{date_posted}}} {{{duration}}} {{{number_of_views}}} The summary should be the first section, and the notable topics should be the second section, with subsections for the specifi...")
 
 
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Create a mediawiki page from the following json object.  The fields episode_number, title, youtube_link, date_posted, duration, number of views should be in a right-justified Infobox from the template "DevlogInfobox" that has these fields:
{{DevlogInfobox
| episode_number = Devlog #4
| title = World Project Devlog #4 - Physically Based Shaders
| youtube_link = https://youtu.be/qc3pKB8lPys
| date_posted = 7/27/2015
| duration = 08:34
| number_of_views = 8,031 as of 2023-06-23
}}


{{{episode_number}}}
== Summary ==
{{{title}}}
In this video, Dave Frampton discusses the implementation of physically based shaders in the game, based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013. He explains the benefits of this technique, such as easier creation and reuse of materials, and the improved realism it brings to the game. He also mentions that the game is now working on the Oculus Rift and discusses the potential for gameplay mechanics related to the VR experience.
{{{youtube_link}}}
{{{date_posted}}}
{{{duration}}}
{{{number_of_views}}}


The summary should be the first section, and the notable topics should be the second section, with subsections for the specific topics.  Add a section at the end called "Disclaimer", and state "This summary was generated by AI.  If you notice an error or correction required, please let us know on the #wiki channel of the discord server or make the edit yourself if you are an editor."  Add the page to the category called "Devlog Series". Here is the object:
== Notable Topics ==
=== Physically Based Shaders ===
The game now uses physically based shaders, which allow for easier creation and reuse of materials and bring improved realism to the game. The shaders are based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013.


  {
=== Oculus Rift Compatibility ===
    "episode_number": "Devlog #4",
The game is now compatible with the Oculus Rift. This opens up potential for unique gameplay mechanics related to the VR experience.
    "title": "World Project Devlog #4 - Physically Based Shaders",
 
    "youtube_link": "https://youtu.be/qc3pKB8lPys",
=== Gameplay Considerations ===
    "date_posted": "7/27/2015",
Dave discusses the need to focus more on gameplay development after spending a significant amount of time on visual enhancements like the new shaders.
    "duration": "08:34",
 
    "number_of_views": "8031 as of 2023-06-23",
== Disclaimer ==
    "summary": "In this video, Dave Frampton discusses the implementation of physically based shaders in the game, based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013. He explains the benefits of this technique, such as easier creation and reuse of materials, and the improved realism it brings to the game. He also mentions that the game is now working on the Oculus Rift, and discusses the potential for gameplay mechanics related to the VR experience.",
This summary was generated by AI. If you notice an error or correction required, please let us know on the #wiki channel of the discord server or make the edit yourself if you are an editor.
    "notable_topics": [
 
      {
[[Category:Devlog Series]]
        "topic": "Physically Based Shaders",
        "description": "The game now uses physically based shaders, which allow for easier creation and reuse of materials, and bring improved realism to the game. The shaders are based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013."
      },
      {
        "topic": "Oculus Rift Compatibility",
        "description": "The game is now compatible with the Oculus Rift. This opens up potential for unique gameplay mechanics related to the VR experience."
      },
      {
        "topic": "Gameplay Considerations",
        "description": "Dave discusses the need to focus more on gameplay development, after spending a significant amount of time on visual enhancements like the new shaders."
      }
    ]
  }

Latest revision as of 16:06, 23 June 2023

DevLog Infobox
Episode Number: Devlog #4
Title: World Project Devlog #4 - Physically Based Shaders
YouTube Link: Watch on YouTube
Date Posted: 7/27/2015
Duration: 08:34
Number of Views: 8,031 as of 2023-06-23

Summary

In this video, Dave Frampton discusses the implementation of physically based shaders in the game, based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013. He explains the benefits of this technique, such as easier creation and reuse of materials, and the improved realism it brings to the game. He also mentions that the game is now working on the Oculus Rift and discusses the potential for gameplay mechanics related to the VR experience.

Notable Topics

Physically Based Shaders

The game now uses physically based shaders, which allow for easier creation and reuse of materials and bring improved realism to the game. The shaders are based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013.

Oculus Rift Compatibility

The game is now compatible with the Oculus Rift. This opens up potential for unique gameplay mechanics related to the VR experience.

Gameplay Considerations

Dave discusses the need to focus more on gameplay development after spending a significant amount of time on visual enhancements like the new shaders.

Disclaimer

This summary was generated by AI. If you notice an error or correction required, please let us know on the #wiki channel of the discord server or make the edit yourself if you are an editor.