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

Posted: Tue May 07, 2013 6:03 pm
by JME
I am working on this post.

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

Posted: Wed May 08, 2013 9:34 am
by Jasoco
Been working on rewriting and optimizing my 3D engine. Now chunk-based runs much faster by utilizing global world-cache point and triangle lists for world objects that will never move. This speeds up the engine quite a bit and allows for a little more detail.

You may remember this:
Image

Well, it doesn't look much like that anymore. But I'm getting back there slowly but surely...

Image
Image
And in case you were wondering, the screen on the computer does animate with moving (low-detail) circles and a moving scanline for effect. (By use of a canvas that gets updated every frame and then drawn to the screen polygon as if it were any other image) And in the "sandbox" you can move around the 3D world in any direction freely and it updates fast. Plus the clouds move in 3D too. Depth fog is a work in progress. And I'm most proud of the menu GUI library I wrote myself.

Textured polygons do slow down the engine slightly for each one I have to draw due to them being pixel effects. (Library created by xXxMoNkEyMaNxXx) So I'm hoping to eventually be able to natively through Löve draw warped images in the same way without needing to require pixel effects. (Especially since this library has been known to work completely differently on different platforms and configurations for some reason.)

The other bottleneck is of course calculating the 2D screen location of every applicable on-screen 3D point every frame. So models have to remain simple enough.

Just in case people were worried my project was dead. Nope. Far from it. Making progress every day since I started rewriting the engine for a more object-oriented based world format which allows me to place 3D worlds anywhere like the title screen. And eventually a simple 3D world will be drawn to the little computer screen. I plan on using this neato pseudo-Classic Macintosh computer for the titlescreen's "Options" menu.

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

Posted: Wed May 08, 2013 3:05 pm
by Robin
... is that Abed?

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

Posted: Wed May 08, 2013 4:20 pm
by Lafolie
Working on an SRPG. It's gonna be multiplayer, but for practice we're making a smaller single player prototype. My friend who I'm working on this with started writing the rendering system: http://cl.ly/image/1z1t26100146 (4mb gif)

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

Posted: Wed May 08, 2013 8:19 pm
by Jasoco
Robin wrote:... is that Abed?
Yep. And on the other side is Wolf-Hat Kate.

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

Posted: Wed May 08, 2013 10:53 pm
by StoneCrow
Image
Actually bagged some paid work making a highly scriptable and editable game for CoronaSDK, which by the way I highly do not recommend Its stupid and ramrods you into using its weird systems, just steal its idea for timed functions and be done with it. (art is just my placeholders to demonstrate my code)

Also dreaming of the day when I or anyone else has discovered a way to feed 4 x and y corner positions into a draw in love2d for an image, already got a load of scripts and code for a huge planetary god-game as soon as anyone works this one out.

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

Posted: Wed May 08, 2013 11:11 pm
by bartbes
StoneCrow wrote: Also dreaming of the day when I or anyone else has discovered a way to feed 4 x and y corner positions into a draw in love2d for an image, already got a load of scripts and code for a huge planetary god-game as soon as anyone works this one out.
You mean 0.9.0's Geometries?

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

Posted: Wed May 08, 2013 11:23 pm
by StoneCrow
bartbes wrote:You mean 0.9.0's Geometries?
Wow this will be better than hl3 :neko: !

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

Posted: Thu May 09, 2013 12:38 am
by Jasoco
bartbes wrote:
StoneCrow wrote: Also dreaming of the day when I or anyone else has discovered a way to feed 4 x and y corner positions into a draw in love2d for an image, already got a load of scripts and code for a huge planetary god-game as soon as anyone works this one out.
You mean 0.9.0's Geometries?
If this does what I am hoping it does, then it'll make my project, the one above, run so much smoother and look so much better.

I tried to run my project in the current 0.9.0 and it kept giving errors due to changed and removed things. And since the documentation isn't finished then I had to put it off for a while until I research how to make it work right.

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

Posted: Thu May 09, 2013 9:13 am
by hryx
Jasoco, I'm still waiting on pins and needles for your Star Fox clone. I swear, seeing it is one of the few things that warms my heart.

What am I working on? A level editor for a resurrected project. Here he is wearing his first spritesheet. Aww, how cute, he mixed up his arguments to love.graphics.drawq!
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