Sometimes you have to do it yourself.
Sometimes you have to do it yourself.
“Write your own engine” is probably the last piece of advice you would want to hear when starting your first big game. But here’s why building our own voxel engine is the right approach for Debris.
“Write your own engine” is probably the last piece of advice you would want to hear when starting your first big game. But here’s why building our own voxel engine is the right approach for Debris.
Creating a world full of ice (transparency, subsurface scattering, parallax and refraction) is not the easiest visual direction to take on your first indie game. But we think it’s time for some real cool ice.
Creating a world full of ice (transparency, subsurface scattering, parallax and refraction) is not the easiest visual direction to take on your first indie game. But we think it’s time for some real cool ice.
We build things! Sometimes we even file for patents. Whether we’re creating a new full stack networking technology or testing the limits of Unity/C# and HTML5, Moonray is always pushing boundaries.
We build things! Sometimes we even file for patents. Whether we’re creating a new full stack networking technology or testing the limits of Unity/C# and HTML5, Moonray is always pushing boundaries.
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