Will do so, I have 3 exams to go, which I would like to finish until the end of september, so please be patient. But you can expect it in the not so far future
Would be interesting to hear about what techniques you’ve used if you are ever willing to share.
Looks awesome! Really really good. I’d also love to see a video.
tonihele, how will your game work with regards to DK2 assets?
OpenTTD way hopefully Currently we don’t have a proper replacement pipeline even in place, some bits here and there. And it is not a priority. It is a great deal of work for a complete assets replacement. And the new assets would not use the same techniques (MP2 & MP2 [sounds, file extension], vertex animations etc), so they would require some work in supporting such. And it is far too early for such.
It would be great at first to have replacement textures. Since we really can’t even expand the original textures with additional texture maps, such as light & normal maps. Because of the legal issues, probably drawing a light map for a copyrighted texture counts as a derivative work and gets us to jail. But instead of directly replacing all, textures would be the way to go.
But there are lot’s of other assets, such as the game data itself. So I think we require DK II for years to come.
The clear sky model is an implementation of the paper “Precomputed Atmospheric Scattering”, Bruneton et al.
The fog/haze is a simple Beer-Lambert exponential law, with the color based on daylight and optical depth from the top of the fog layer.
I store the transmittance (or remaining intensity) in the alpha channel of the rendered scene. This value is used to compute a separate transmittance for all light emitting objects, such as the point light halos in the last image. (See:
this thread)
In the previous month I’ve developed a game called Phenomenally powerful princess pink vs the scary stinking slimy slugs.
Don’t you believe me? See below:
[EDIT] official announcement here [EDIT: Please partecipate at the pool!] Phenomenally powerful princess Pink vs the scary stinking slimy slugs
Not sure if I should be proud or ashamed of it though
Against my better judgement… I tried this Doesn’t start without increasing the heap size, I used -Xms512m to the package.cfg. In the game however the thing you control and the things flying at you (?) are just huge black quads. Did you forget some assets?
Is that dress suitable for fighting weird looking aliens?
Head Tracking!
package characterControl;
import com.jme3.animation.Bone;
import com.jme3.animation.SkeletonControl;
import com.jme3.math.Quaternion;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.AbstractControl;
import com.jme3.math.Vector3f;
/**
*
* @author Zachariah
*/
public class HeadTrackControl extends AbstractControl {
private Bone head;
private Spatial focus;
private Vector3f focusPoint = new Vector3f();
@Override
public void setSpatial(Spatial spatial) {
super.setSpatial(spatial);
head = ((SkeletonControl)spatial.getControl(SkeletonControl.class)).getSkeleton().getBone("Head");
}
public void setFocus(Spatial focusobject) {
this.focus = focusobject;
}
@Override
protected void controlUpdate(float tpf) {
if(enabled && focus != null) {
head.setUserControl(true);
focusPoint.set(focus.getWorldTranslation().subtract(getSpatial().getWorldTranslation()));
Vector3f headPosition = head.getModelSpacePosition();
Vector3f direction = headPosition.subtract(focusPoint).negateLocal();
Quaternion focusQuat = new Quaternion();
focusQuat.lookAt(direction, Vector3f.UNIT_Y);
focusQuat.normalizeLocal();
head.setUserTransformsWorld(head.getModelSpacePosition(), focusQuat);
} else if(focus == null) {
setEnabled(false);
}
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
}
Its so squishy I’m gonna die
In case it isn’t, I’ll provide other dresses as paid DLC.
Thank you for testing! The 32-bit version seems to have multiple issues… don’t know why. The 64 bit should work ok.
Have a look at the official announcement here!
@DannyJo and I continue working at Skylimit Tycoon and we’ve written some more regarding high level features.
We’ve added support for automatic placement of windows as you can see in the screenshot below and been working some at the GUI.
The current project is the Modding Editor that we need for designing rooms, adding items, scripting (JavaScript), etc. The Modding Editor will be a standalone JavaFX application with a preview pane that show the room using JME3.
We’ve been busy with the Learning AI for Project Aleron.
We do have a new visible feature though: Tactical Grid View.
Some players, like myself, like to see the tile distances and height differences immediately.
So now players can toggle the grid overlay during combat.
There is still quite a lot to do in the back-end but here is what the new battle map should look like for Rip
I must say, the print screen function in JME do give it some wierd effect tho
@SimonBedard I love RTS and RPG! Your game seems to be cool! Can’t wait to play it! Keep up the good work!
Thanks But i must warn you its closer too the TBS then RTS