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1403810 Posts in 68294 Topics- by 61958 Members - Latest Member: Kvrochi

December 09, 2022, 02:37:12 PM

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TIGSource ForumsDeveloperDesignSo what are you working on?
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alvarop
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« Reply #12440 on: July 14, 2020, 06:08:49 AM »

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 Ninja)

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!
they might look professional but yours looks cool as shit!!
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nigeynige
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« Reply #12441 on: July 19, 2020, 08:42:56 AM »

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 Ninja)

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 #12442 on: July 25, 2020, 04:42:29 AM »

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/wlByWc

Turns 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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Tobers
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« Reply #12443 on: August 08, 2020, 07:59:40 PM »

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.
Suttebun
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« Reply #12444 on: August 09, 2020, 03:50:13 PM »

have yourself a wonderful time

this and this and this
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Tobers
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« Reply #12445 on: August 13, 2020, 03:11:22 AM »

Oh yea Suttebun, I will! There is some gorgeous stuff in there.
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Oh god make it stop.
Schrompf
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« Reply #12446 on: April 13, 2021, 05:22:32 AM »



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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Thain
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« Reply #12447 on: September 30, 2021, 04:36:49 PM »

New guy!
Haven't used a forum in a good long time.
Working on a game called Project Morningstar, a blend of inspirations from StarSector, Rimworld, The Banner Saga, StarCraft 1, and Fallout 1&2.











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Avos
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« Reply #12448 on: December 08, 2021, 01:45:58 AM »

Adding small details to my game (A leaking water dispenser)
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Schrompf
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« Reply #12449 on: December 08, 2021, 10:22:44 AM »

Neat! And I like the style!
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Kaido_Dreamers
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« Reply #12450 on: September 18, 2022, 05:04:05 AM »

Currently working on an anime racing game. Here's the first screenshots.







The main focus will be touge and of course drifting.
Check out our https://twitter.com/KaidoDreamers for more informations
« Last Edit: September 19, 2022, 02:27:30 AM by Kaido_Dreamers » Logged

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