(December 2022) Monthly WIP Screenshot Thread

Happy holidays from space everyone! :christmas_tree:

My son is urging me to bring back the spacecraft docking simulator which I was working on while studying physics at university. So I am just fixing some shaders to have proper light conditions and the next step will be the implementation of another spacecraft.


Practicing with shaders recently I got encouraged to improve island water to have good-looking toon-style ripples effect on waves.

Previously I was tricking this effect using water specular lighting and scaling down normal to have small ripples visible on the waves.

I had a few issues with this, such as the ripple shape being static and it is dependent on the sun’s direction.

You can see the effect in this video:

In the new approach inspired by this article I am using a Perlin noise texture and distortion texture to add a nice looking effect that is not dependent on sun direction.

See the new effect in this video:


I forgot to mention one important issue I had with this. See these white artifacts around palm trees:

When I disable specular those artifacts goes away.
(instead I am using the new toon waves in the below screenshot)


I’ve been recently working on the bridge and mess hall map.

I also made a heavily edited video of the game play:


Some scenes remind me of half live. Looks super polished


The BlockEd tool that I use for making block objects has built in scripting support. This makes it a convenient tool for testing all kinds of things. I recently modified it so that I can increase the build area in a config file and that makes it an even better prototyping tool than before.

In the last day or so, I’ve been playing with random dungeon layouts. All just a groovy script in BlockEd right now but it’s coming along.

Here are seeds 0, 1, 2 as examples:

The light tan rooms are the primary rooms. In a real dungeon, these may be special features selected for the dungeon. The dark brown rooms are the “infill” randomly generated to fill in a bit any empty space left over.

The gray tunnels are the primary tunnels that connect the whole graph together. The brown tunnels are randomly generated alternate paths.

No actual a* resolution is done to plot tunnels yet so it’s possible to generate a level where it can’t plot some tunnels, even the main tunnels. This is left as an open task since that’s a straight-forward process and already I can generate some nifty dungeons without it.

Because the generator knows the graph of the level, it’s even pre-ready for navigation path finding.

Edit: P.S.: In unoptimized groovy code, it will generate one of these levels in about 45 ms.


I would like to present my game. The ANJRpg is an Action 3D Role Playing Game, currently in a “work in progress” sate (or rather Proof of Concept, which it may never leave). The game development was actually started long ago, but right now it seems like there is something to show off to the public. The idea behind was to try to implement something like Gothic 3 or Oblivion - I’m still very far from achieving this, but generally base concepts seems to work off. Game features borderless procedurally generated world (mostly a landmass at the moment) with lakes, distant mountains, day and night cycle, shadows, trees (no grass yet!), physics interactions and enemies with simple AI who can track you down and fight - combat system, sounds…
Basically it is build on top of jme3 how to’s. Tested to work well under Win and Linux.

And very soon it will have a nicer sounds and music overhaul.
It is open source released under the GPLv3, GitHub - Arifolth/jme3rpg: An open source action RPG written in Java.


awesome projects, everyone. Happy 2023 and all the cool new things to make :melting_face: