Admer456If it ain't broken, don't fox it!
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- Name
- Admer (read: Add-murr)
- Preferred Pronouns
- He/they
- Joined
- 16th January 2016 (7 years ago2016-01-16 17:35:26 UTC)
- Last Visited
- 1 hour ago2023-05-30 09:01:05 UTC
- Email
-
admer456@gmail.com
- Occupation
- WDYM occupation? Bosnia is independent
- Interests
- Programming, mapping, video and music production
- Location
- Bosnia and Herzegovina
- Languages
- English;Bosnian/Serbian/Croatian;Russian;German
- Birthday
- 23/02
- Steam Profile
- 654remdA
- Skills
- Mapping, Modelling, Programming, Music/sound effects, Texture creation
I'm a 20-year-old wannabe gamedev (and software engineering student) who started out with HL modding in 2015. I am the author of Half-Life: ADM:
https://github.com/Admer456/halflife-admI also work on:
Current PC specs:
GPU - EVGA RTX 3060
CPU - Intel Core i5 8400
Memory - 16 GB DDR4
Storage - 1000 GB Seagate HDD and 250 GB Samsung 860 EVO SSD
Monitor - AOC 2470W, 1920x1080, 60Hz - really bad ghosting issues, wouldn't recommend
Engines I've used in modding:
- primarily GoldSRC in every aspect
- a little bit of Source and Source 2
- Quake engine (mapping)
- CryEngine 1 in every aspect
Engines I've tried for gamedev with a brief review on the side:
- idTech 4 - usable for game development, still needs some major workflow improvements
- idTech 3 - idTech 4 but it's 1999, very nice if you're coming from GoldSRC, but needs lots of work to be GoldSRC-like
- Godot - Unity but extremely tiny & open-sors, I really like it, currently using 4.0 beta 10!
- Unigine - Unreal Engine-like but extremely lightweight, really sweet programming & modelling workflow
- Unity - it's flexible and pretty usable, amazing documentation, just not a fan of the licencing tho', so I leave it as my last resort
- CryEngine 5 - definitely not indie-friendly, as the modeling & UI workflow really cater to paid tools like 3DS Max and Adobe Flash...
- Unreal Engine 4/5 - definitely not for me, very hardware-demanding, clearly meant for AAA-level graphics, and doesn't let me have an iterative workflow in C++ due to huge compile times