What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
Sodium
Prole
Posts: 42
Joined: Sun Jun 03, 2012 9:05 pm

Re: What's everyone working on? (tigsource inspired)

Post by Sodium »

bombquake wrote: Sun Sep 10, 2023 1:29 am ... it'll be an RPG with a chess battle system.
https://github.com/pszer/Providaa
Looks really good! I'll keep an eye on it.

Instead of making games I keep fooling around creating tools, its so much fun.
This a map editor for my 3d sokoban, made thanks to g3d lib.
hqHJiOaCTZ.png
hqHJiOaCTZ.png (402.86 KiB) Viewed 26552 times
I love okra. :P
User avatar
soulmata
Prole
Posts: 31
Joined: Sat Jan 26, 2013 8:14 am
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by soulmata »

Preparing to transition from EA to full release. I'm about 18 months in and we're approaching the finish line.

Image

We had a very popular streamer pick it up for us not once but twice this year, and the immense feedback we got from that has driven us to get it over the finish line. Endless Dark on Steam if you are interested.
Endless Dark: An existential horror game written in LOVE in which you are tasked with keeping a sleeper colony ship intact.
User avatar
UnixRoot
Party member
Posts: 100
Joined: Mon Nov 08, 2021 8:10 am

Re: What's everyone working on? (tigsource inspired)

Post by UnixRoot »

love 2024-05-19 22-50-44-64.png
love 2024-05-19 22-50-44-64.png (92.12 KiB) Viewed 13953 times
Trying to render procedurally generated, animated clouds and fully destructible terrain that can collapse. It's all per pixel CPU based frame buffer stuff, no GPU involved.
User avatar
Froyok
Prole
Posts: 29
Joined: Tue Nov 16, 2021 4:53 pm
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Froyok »

It has been a while since I posted in here.
I have been working for more than a year on my own 3D game engine (named "Ombre"), built on top of Löve. :nyu:

Rough overview of the features I have currently:
  • Dynamic lights (point, spot and directional light) all with casting shadows (via shadow volume)
  • Fill lights combined with HBAO to fake bounce lighting (GI)
  • Physically based Rendering (IBL, using Burley as the diffuse BRDF, also looking into Oren Nayar).
  • Opaque, Emissive and Transparent shading/rendering
  • Analytic and also screen-space based Fog
  • Advanced post-process stack:
    • FXAA (both HDR and post-tonemapping versions)
    • Bloom (soft and streak version)
    • Screen based lens-flares
    • Bokeh DOF
    • Chromatic abberation
    • Image grain, vignette, sharpen (AMD CAS)
  • Everything is dynamic currently, nothing is baked.
2024-05-23_18_54_53.jpg
2024-05-23_18_54_53.jpg (555.61 KiB) Viewed 12725 times
2024-04-09_19-38-57.jpg
2024-04-09_19-38-57.jpg (460.32 KiB) Viewed 12724 times
User avatar
Hugues Ross
Party member
Posts: 107
Joined: Fri Oct 22, 2021 9:18 pm
Location: Quebec
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Hugues Ross »

Damn, nice work! Looks great so far :ultrahappy:
zingo
Citizen
Posts: 53
Joined: Mon Jan 16, 2023 7:34 am

Re: What's everyone working on? (tigsource inspired)

Post by zingo »

Very impressive Froyok, that looks absolutely glorious. I didn't know the love2d framework was capable of producing something so detailed :awesome:

Some time ago I was going to use a 3d engine myself (godot, I think), but ultimately decided against it, because building a full 3d game looks so...mind-boggling complicated :shock: (also, I want my first game to resemble something closer to what I would have played growing up, and the fifth-generation consoles were just coming out by the time my childhood was already a distant memory.)

Keep up the great work :D
User avatar
Froyok
Prole
Posts: 29
Joined: Tue Nov 16, 2021 4:53 pm
Contact:

Re: What's everyone working on? (tigsource inspired)

Post by Froyok »

Thx ! :ultraglee:
zingo wrote: Thu May 30, 2024 10:21 am because building a full 3d game looks so...mind-boggling complicated :shock:
I won't lie: it's not easy !
I'm trying to keep the complexity down. I know well enough I won't beat Unity or Unreal, so I'm tailoring the engine (and the project I will built on it) carefully.
User avatar
UnixRoot
Party member
Posts: 100
Joined: Mon Nov 08, 2021 8:10 am

Re: What's everyone working on? (tigsource inspired)

Post by UnixRoot »

love 2024-06-19 12-31-45-64.png
love 2024-06-19 12-31-45-64.png (227.73 KiB) Viewed 7319 times
Optimizing my CPU based voxelspace renderer. I found nothing online on how to implement sprites in a voxel engine. Every tutorial ends before the sprites. But after almost one week of trial and error i actually got a z-buffer and sprites to work with really great performance.
liar
Prole
Posts: 2
Joined: Sat Jul 06, 2024 5:07 pm

Re: What's everyone working on? (tigsource inspired)

Post by liar »

i told my friend im making a game for his birthday and its a game kinda like pong but its single player with one paddle and instead of a ball and a paddle its a balloon and a hand.
User avatar
Fabimawn
Prole
Posts: 9
Joined: Wed Jan 04, 2023 11:28 am
Location: Lua

Re: What's everyone working on? (tigsource inspired)

Post by Fabimawn »

Just completed a birthday joke for one of my m8s.
It's basically Dave Miller from DSAF ranting about something you got to do to find your birthday present.

It's a simple application that goes trough "screens" just like in PowerPoint, but you can choose to let music play trough screens, and play sound effects. Voice lines are just lazilly stored in text files. Every slide is numbered so the corresponding sound, music, voice line, backdrop files are loaded accordingly if there's any new one for the screen. At the end there's some funny outro scene.

ALSO finished a kind of cruise control simulator for a school project a while back. I'm including it here if anybody is interested in toying around with that one. Let me know what changes you make to it to make it better or more hillarious.
Different road condition don't work yet, and safe/aggro cruise control also don't it's always aggro.

Edit: For some reason can't upload .love files in the attachment section so created a drive link to it: https://drive.google.com/file/d/1WyxAiC ... sp=sharing
Attachments
Screens.PNG
Screens.PNG (410.26 KiB) Viewed 5060 times
Dave.PNG
Dave.PNG (22.42 KiB) Viewed 5060 times
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest