He is doing art, and I am doing programming. He has never done art before, so he is learning blender and I think hes getting really good at it, a lot better than me already.
I would say he's really good already :D
I guess I continue.
I got my solar systems working.
They are fully customizable and obviously work with my paging method. I use a file saving class I created a long time ago to get the parameters for the systems.
As you can see, they are located in the home directory in your current save game folder, where they are then sorted into the galaxy’s sector.
Here’s a typical sun.txt file.
Eventually I want some sectors to be pre-defined for the story but most sectors will be randomly generated when you create your save file (create a new game).
not too shiny, but I’ve got some basic crafting set up in-game… You can make spears from rocks and sticks =3 also, you can “stab” things into the ground, like sticks and spears (important later for traps), as well as set up trip wires (also important later for traps) (I’m having the worst time trying to get texturing and texture shading working correctly for the tripwires, which is just a double-sided quad… I guess custom meshing isn’t really my thing). But yeah, the engine is awesome; I can spawn hundreds of items and after like 30 seconds the framerate returns back to 700, it’s great! Super laggy video (from recording software):
I am working on a FPS game…Models are just test models…Nothing to shoot at yet, just learning the engine and only have collision, basic movement, recoil, and muzzleFlash…I am really liking Jmonkey so far…I will have more pics later…CO
Hey pretty cool stuff here guys! Also I’m glad that an other GSoc project is already used and capable of such of great things! . Here it’s a screenshot about new icons for nifty visual editor inside JME hope you like it!
Update on my own project: basic attack (punching/throwing based upon mouse drag), inventory (two handslots and two belt slots), and a script-based crafting and item system (on the clientside, the assets are loaded using a script, so people can easily create assetpacks. The server uses its own asset script which can be shipped off to the client… but yeah, everything has a name, so you can change the reference url of the asset and do things that way) (but also the way the items are handled is taken from a script on the server. That means all crafting combos etc. It’s actually really nice 'cause it just takes three lines of code to add not only a new item but also all of the crafting associated with that item it’s really nice). I am using Groovy for “scripting” and it is just… Amazing. It’s magical, really…
(shown in the video is creating spears with a stick, a rock, and a vine, as well as laying a trip wire with two sticks/spears planted in the ground and a vine) (also me having fun with physics)
I tessellate the terrain mesh to get more vertices, to generate more grass blades the closer the terrain is to the camera. Mostly because the geometry shader does get very slow whenever I’m creating many vertices with it.
And i do sample the grass texture the same way as in the terrain shader to make the grass blades spawn in the right place.
The terrain itself is currently not tessellated.