nigeynige
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« Reply #12440 on: July 19, 2020, 08:42:56 AM » |
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Everybody around here looks so professional - I'm ashamed to say I'm working on a simple space-faring text game in C# (although I've been considering porting to Java for compatibility reasons and because Java is my native language ) Got a little video of the rough idea from a few versions ago: Plus some screenshots: Just felt like a milestone had been passed when I wrote a little sub-character bitmap renderer for images ingame earlier :3 Plenty more to do though :D! This looks rad!
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Schrompf
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« Reply #12441 on: July 25, 2020, 04:42:29 AM » |
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Made a visualisation of a bug I was hunting in my analytic triangle rasterisation. It looks funny. And with the help of that I finally solved it. Raster that tri-fucking-angle! Click and drag inside this shadertoy: https://www.shadertoy.com/view/wlByWcTurns out my attempt to combine various edges was hilariosly overcomplicated. Also turns out all the complexity I introduced by sorting and remapping values was unnecessary. The code is now just a few dozen ops, already vectorized tightly. There'll probably open up more room for improvement as the concept ages, but for now I'm highly satisfied. Next step is putting this algorithm to work on a huge net of tiny triangles inside a ComputeShader.
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Snake World, multiplayer worm eats stuff and grows DevLog
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Tobers
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« Reply #12442 on: August 08, 2020, 07:59:40 PM » |
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I'm finally really digging into Blender. It's a pain in the ass learning curve, but hopefully I'll never look back at Maya ever again.
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Oh god make it stop.
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Suttebun
Guest
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« Reply #12443 on: August 09, 2020, 03:50:13 PM » |
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Tobers
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« Reply #12444 on: August 13, 2020, 03:11:22 AM » |
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Oh yea Suttebun, I will! There is some gorgeous stuff in there.
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Oh god make it stop.
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Schrompf
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« Reply #12445 on: April 13, 2021, 05:22:32 AM » |
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The dungeon: 2m ^3 handbuilt The walls: procedural, on demand It's coming along nicely. I solved some ugly issues and took the first steps to a graph of surface processing operations. For now it's a nice toy, but a looong time into the future I hope this turns into the one-stop solution to create levels for games. You design the shape of the map, you write "surface shaders" like in Houdini or use predefined sets, and the lib turns your concept into a natural-looking surface in exactly the detail the current player needs while she moves around the map. When she comes closer, sections around her will be updated in higher mesh and texture resolution. It currently eats CPUs for breakfast. And it's still extremely simple. Procedural rock has been done over and over again. The real thing - and the point where all of this may still turn out to be impossible - will come when it starts to combine multiple surfaces. Like the rock ending and a brick wall starting. But I'll see. Currently I'm euphoric.
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Snake World, multiplayer worm eats stuff and grows DevLog
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Schrompf
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« Reply #12448 on: December 08, 2021, 10:22:44 AM » |
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Neat! And I like the style!
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Snake World, multiplayer worm eats stuff and grows DevLog
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Kaido_Dreamers
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« Reply #12450 on: December 26, 2022, 07:13:14 AM » |
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Here's Dock stage wich is a location for drift racing and gymkhana We added some rain, and introduce some splash particles instead dust. Beta is coming soon, for being updated, just subscribe to our newsletter here: https://kaidodreamers.wixsite.com/kaidodreamersgameOr join our Discord: https://discord.gg/qTucBQVPjCMuch love
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« Last Edit: December 26, 2022, 07:57:41 AM by Kaido_Dreamers »
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DarkGran
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« Reply #12451 on: December 31, 2022, 06:56:10 AM » |
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Cool thread. Man, I love the smell of code in the morning... especially when I wake up in the afternoon. Also: Triangles.The dungeon: 2m ^3 handbuilt The walls: procedural, on demand I love procedurals, even tho they usually look like shit. But this looks nice! Here's Dock stage wich is a location for drift racing and gymkhana
Wow nice models, and like the style too. Rainy night looks really cool (and top quality). The day might be too bright and "colorful yet desaturated" for my personal taste (talking bout the world objects, not the cars themselves), but i guess it goes with that particular anime style... Actually looking at the previous post, it seems to me that the day is very different from the night. (I'm definitely a night guy. ) Bit of a shame that the videos are actually mostly in low-quality, as if the high-quality capture started working only after being halfway in...
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« Last Edit: December 31, 2022, 07:22:10 AM by DarkGran »
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Kaido_Dreamers
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« Reply #12452 on: January 12, 2023, 10:41:43 AM » |
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Cool thread. Man, I love the smell of code in the morning... especially when I wake up in the afternoon. Also: Triangles.The dungeon: 2m ^3 handbuilt The walls: procedural, on demand I love procedurals, even tho they usually look like shit. But this looks nice! Here's Dock stage wich is a location for drift racing and gymkhana
Wow nice models, and like the style too. Rainy night looks really cool (and top quality). The day might be too bright and "colorful yet desaturated" for my personal taste (talking bout the world objects, not the cars themselves), but i guess it goes with that particular anime style... Actually looking at the previous post, it seems to me that the day is very different from the night. (I'm definitely a night guy. ) Bit of a shame that the videos are actually mostly in low-quality, as if the high-quality capture started working only after being halfway in... Hi, thanks for your feedback !!
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flowerthief
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« Reply #12454 on: January 17, 2023, 09:17:37 AM » |
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Working on the chat AI for my murder mystery. I think I may have found a way to have a machine learning system field responses for inputs when the rule-based system can't. The best of both worlds, I hope?
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SeanNoonan
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« Reply #12455 on: February 18, 2023, 07:06:36 PM » |
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Been working on venting in SENTRY - it's a lot more micro than it was in the trailer, but it's now much more useful and provides far more interesting gameplay.
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kingoftheconnors
Level 0
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« Reply #12456 on: May 03, 2023, 11:55:39 AM » |
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Been working on this new game! Luna Bay is a puzzle platformer of a Christian and a Werewolf about Dependence. To solve puzzles, you have to act together. To do that, you have to plan what your companion will do beforehand and then act it out together. Both of you have strengths and weaknesses, which you have to leverage to escape, while your character struggles to reconcile his independence, his weaknesses, and his Christian faith. I'm also starting an email list! If you're interested in learning more, or hearing when the game becomes wishlist-able, sign up here! http://eepurl.com/iquI2A
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Kaido_Dreamers
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« Reply #12457 on: June 26, 2023, 10:25:46 AM » |
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We are tweaking the daylight in the game to enhance its realism and visual appeal. Closed beta will be release next month and we're looking for beta testers. So if you're interested, join our Discord: https://discord.gg/qTucBQVPjCKind regards
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DinNoch
TIGBaby
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« Reply #12458 on: October 31, 2023, 02:49:28 AM » |
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Been working on this new game! Luna Bay is a puzzle platformer of a Christian and a Werewolf about Dependence. To solve puzzles, you have to act together. To do that, you have to plan what your companion will do beforehand and then act it out together. Both of you have strengths and weaknesses, which you have to leverage to escape, while your character struggles to reconcile his independence, his weaknesses, and his Christian faith. I'm also starting an email list! If you're interested in learning more, or hearing when the game becomes wishlist-able, sign up here! http://eepurl.com/iquI2A It looks very good, well designed and easy to use. How did you design such arcs and the control panel?
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