May (2014) Monthly WIP Screenshot Thread

In the interest of keeping this thread on-topic, I’ve opened a new thread for discussing MakeHuman:

http://hub.jmonkeyengine.org/forum/topic/importing-from-makehuman/

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Guess I can throw this over here for posterity… a tree from my tree editor, soon to be open sourced: (for various definitions of ‘soon’)

From this thread:
http://hub.jmonkeyengine.org/forum/topic/tree-editor-sort-of/page/3/#post-278199

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That Cthulhu game looks promising (very nice art too).
I would avoid having cult members in ceremonial clothing roaming around… in Love’s world, cults are secret, hidden, in backwards and hard to reach areas.
Allows to grow the horror up to a paroxysm. Also, like in most horror movies, the viewer doesn’t see the monsters until very late because our imagination is usually more scaring than anything that can be shown. Dagon (awful movie though) is a good example of how to proceed.

I know you were probably just testing, toying around. But just wanted to highlight how HP mastered the art of building the horror and how much it was center to his art. Which is great for you, because it gives you pointers on how to proceed and be coherent and keep the player on it’s toes.

I hope to be able to show something decent in a week or two, apart from the art that is really mostly placeholders. How should I proceed? Make a thread for my project (with a video) and have a link here to that thread?

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@loopies said: I hope to be able to show something decent in a week or two, apart from the art that is really mostly placeholders. How should I proceed? Make a thread for my project (with a video) and have a link here to that thread?
That sounds about right, yeah :)
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Took a stab at implementing a multiple light scattering atmospheric model:

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@okelly4408 said: Took a stab at implementing a multiple light scattering atmospheric model:

That’s really nice looking!

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@okelly4408 beautiful

@okelly4408 said: Took a stab at implementing a multiple light scattering atmospheric model:

Wow, nice =)

Implementing physically based shading and modifying the shadow renderer.
I’m basically doing my shading in the post shadow renderer pass with RenderState set to Blend Additive. that way i can avoid the double shading artifacts.




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That’s really pretty.

Finally having something to show :slight_smile:
This is a simple prototype spaceship, that is capable of autoconfiguring it’s engines. Eg to compensate the loss of the left main engine in battle.

As usual I’m my greatest enemy to get something done.
-> I want my spaceships to be really steered by the engines, so that they can also be properly crippled in fights ect.
-> I need a mapping from user input to enginepower for each engine
-> Making these by hand is quite time consuming, this should be done by a Support Navigation Computer (SNC)
(eg how much power to wich engines to maximize z+ but keeping all other movements and torque minimal)
-> Great this is actually an NP problem with and O(n^n), but I need at least 20 Engines for a acceptable ship size.
-> Finding an alternative Algorithm that can compute this in a better time (still O(n^2), but this works fast enough for up to 25 Engine now.

And now I understand why so far no other space Game had actual engine physics.

…I hate math…
Now I can hopefully do something about this horrible placeholder models and stubs ^^

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@Empire Phoenix said: Finally having something to show :) This is a simple prototype spaceship, that is capable of autoconfiguring it's engines. Eg to compensate the loss of the left main engine in battle.

As usual I’m my greatest enemy to get something done.
-> I want my spaceships to be really steered by the engines, so that they can also be properly crippled in fights ect.
-> I need a mapping from user input to enginepower for each engine
-> Making these by hand is quite time consuming, this should be done by a Support Navigation Computer (SNC)
(eg how much power to wich engines to maximize z+ but keeping all other movements and torque minimal)
-> Great this is actually an NP problem with and O(n^n), but I need at least 20 Engines for a acceptable ship size.
-> Finding an alternative Algorithm that can compute this in a better time (still O(n^2), but this works fast enough for up to 25 Engine now.

And now I understand why so far no other space Game had actual engine physics.

…I hate math…
Now I can hopefully do something about this horrible placeholder models and stubs ^^

This is really neat. Can’t wait to see a vid of how they maneuver once you can.

Concept for ingame radar

Ps.
an video of the ship in action will come later, after i have some kind of damage system.

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@Empire Phoenix said: Concept for ingame radar

Ps.
an video of the ship in action will come later, after i have some kind of damage system.

Wow… that looks really cool. Is this going to float semi transparent over the HUD? Or be rendered to a portion of the HUD?

Well it will be transparent, but a part of the hud, currently I think in the upper right.

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And finally concept to ingame

Also note asteroids should probably be excluded from radar ^^

@t0neg0d

For character modeling my favorite right now is Fuse by Mixamo. I recommend anyone to use it.

Also, Mixamo is a great site all around. I suggest everyone to use it.

@Empire Phoenix said: Also note asteroids should probably be excluded from radar ^^

lol… master of the understatement. :slight_smile:

My Blendswap Arcade submission:



Hello monthly screenshot champs! Working on anything cool these days? Whether it’s the same thing as it was back when this thread started or something brand new, however big or small, please consider sharing it for the 2015 jMonkeyEngine showcase video:

Keep the WIPs coming!