# (April 2024) Monthly WIP Screenshot Thread

Finished a SciFi room. Very happy with the results.

8 Likes

Nice, I am getting Xmen vibes.

1 Like

roguelike rpg progress - procgen maps:

uses jmonkey, particlemonkey, wes and tamarin.
(thanks for everyoneâ€™s work on those!)

16 Likes

How interesting, an RPG game with JME3, the scenarios look very good (I like it).

Good luck with this project!

1 Like

Started adding small details via transparent textures. Think of chain link fences.

I was going to paint these textures by hand but baking them in blender is so much easier.

2 Likes

We are in the amazing Gen AI era and Iâ€™m testing a few leading models to generate simple 3D animations and games programs. The effort is to fine-tune the system & user prompts to a sufficient degree of creativity, efficiency and consistency.
In this demo Iâ€™m using Anthrop\câ€™s Claude Opus model to create s simple animation program of a flying dragon with a few spheres rotating around it.

The prompt to the model was:
â€śwrite a program showing a flying dragon rotate some spheres around itâ€ť
â€śrotate the spheres around the dragon by changing their position using cosines and sinus functionsâ€ť

Claudeâ€™s result was:

``````d => dragon : pos (0,0,0)
d.fly loop

var spheres = []
var angle = 0
for (var i=0;i<10;i=i+1) {
s => sphere : material="pond"
spheres.push(s)
}

do
for (var i=0;i<10;i=i+1) {
var s = spheres[i]
var x = radius * cos(angle+i*0.628)
var y = 2 * sin(angle*0.8+i)
var z = radius * sin(angle+i*0.628)
s.move to (d.x+x, d.y+y, d.z+z) in 0.9 seconds async
}
angle=angle+0.55
while 1==1
``````

The only thing I needed to change manually was replacing the command â€śposâ€ť with â€śmove toâ€ť for a smoother animation result.
This is the first step to final target of allowing non-programmers to create simple 3d games and animations using natural language commands.

8 Likes

OFF THE CHAIN!!
Optimized chains.

medium poly - far

medium poly - close

low poly - far

low poly - close

Low Poly:
verts: 120 (160 decrease)
faces: 40 (200 decrease)
tris: 80 (400 decrease)

Medium Poly:
verts: 280
faces: 240
tris: 480

3 Likes

Looks fantastic! Any hint what the game is about?

1 Like

Thanks!
Itâ€™s a fairly traditional turnbased roguelike, only more story-focused and open.
parts of the story are still in flux, so canâ€™t tell much about it yet.
thereâ€™s a war with half a dozen factions that you have to navigate to get to the bottom of things.

4 Likes

Shoot it before it bites you.

Someone throw a big shoe at it !!!

Carry all weapons at once to increase damage.

10 Likes

The most interesting feature: a new Animation Editor to create new AnimLayers and configure the associated AnimMask. All the new features in the following video.
I hope the suggestions I am making to improve the SDK are helpful.

Edit:
Implementing Assimp/MonkeyWrench as the model loading solution for the editor. This will allow users to select configuration options and perform validation checks.

13 Likes

I just tested Rigify with GLTF format. It seems to pass, but I do see some shrinking of the feet. Maybe I need to toggle some settings. Iâ€™m running JMonkey 3.5.2 stable.
The green cube is testing geometry attachment (like a pistol).

If everything goes well this would greatly improve my character creation pipeline. I canâ€™t wait to see the results.

Edit 2:

3 Likes

I have implemented some ground fog for my game editor.
Here is a screenshot showing it off.

16 Likes

Your editor is looking very nice.
Is the Animation Layer stuff part of the jMe code?

2 Likes

Hi @ndebruyn , thank you, yes it is all jME stuff.

2 Likes

Hi everyone,
I am implementing a new Material Editor. During my development journey I learned a lot of things.
Main Features:

• Select the MaterialDef (.j3md) to be used.
• Add/Remove parameters to/from the Material based on the selected MaterialDef.
• Modify parameters (boolean, int, float, vec2, vec3, vec4, colorâ€¦) of the Material at Runtime.
• Change and display Material textures by selecting them from the project resource folder.
• Change the displayed geometry.
• Change the parameters of the AdditionalRenderState.
• Generate the j3m file.

I am also thinking of implementing a shader node graph editor, but this challenge is very complicated. Here is a first prototype.

With these tools completed, I will get back to work on some really interesting demos that I hope to show you soon.

14 Likes

Edit:

Finished texturing an area. And added 2 elevators with animations.

7 Likes

Wow wow wow, jME and its community has got such amazing projects going.
Well done to all and keep the good work up.

4 Likes

What framework are you using for these nodes?

After some tweaking to what I wrote on last nightâ€™s live stream (added the up-texture support), I have a working 3D material:

No texture coordinates. Just three projected textures: side, side-cutaway, top-cutaway.

(Oh, and that mesh is actually square but warped in the shader to be cylindrical.)

The unwarped version:

10 Likes