It looks very good, especially the ‘sunrise’ part.
you should use some grass lib man, also trees into instances / far tree bilboards.
Grass lighting is hard to get right. So congrats on getting that far.
Note: if you alpha fade the bottom of your grass images then the harsh lines with the terrain will disappear… and then the stark lighting differences will also be less stark.
Thanks, I’ll give it a try.
Update:
So, the result:
Regular:
Alpha fade the image bottom:
It seems to me that visuals seems to look a bit better with alpha-faded image bottom, as @pspeed suggested
Batching is being used for the trees, and for the grass too.
I’m afraid billboards may not have the proper look. So far I decided not to use them.
There are distant low poly mountains over the horizon and a body of water between the ground Quads and the mountains. Ground Quads are being generated on the fly so I can’t think on how properly connect the Quads edges (which will be different every time) and the billboards.
Patch #102 out now!
https://gamejolt.com/games/leap/313308
Changes:
Fixed the moving platforms. Made them kinematic objects, instead of forcibly moving static objects.
Steam top charts, here comes JMonkey!
What a beautiful work guys! It is nice to see how you are moving in the projects.
I had a little break, last year I started rewriting my game because it was such a mess, so I haven’t made much progress. Still missing proper shadows and a lot of things.
Here are few pictures from my game in the current state.
This is “CarGame”? I remember reading your posts about that many years ago.
Glad to have you back!
Yes, this is “CarGame” Thank you! It’s a great feeling to be part of this great community. I think you will read some new posts soon
These characters look really good! I’ve been using MakeHuman for my game, but I’m gonna look into ReadyPlayerMe more before I go any further.
I had plans to export all of MakeHuman’s individual options for hair, eyes, clothes, etc as well as a base male and female body, and convert each individual piece to j3o format so they can be dynamically assembled onto a male or female body in jme, and then adjust the height and weight by scaling the bind pose of the character’s joints. So then it would be easy to get an advanced character editor interface in game for players to use
I’m curious if anyone else thinks something like this would be useful. I got the idea when I saw unreal released their MetaHuman library a while back, and it made me think that it could be useful to get a similar (albeit more simple) character creation library started for JME that is based off of the assets from something free like makehuman or ReadyPlayerMe.
Last I checked, MakeHuman didn’t include any useful animations. My plan (way back when) was to use Wes to retarget animations from Mixamo (and the like) to MakeHuman models.