(February 2016) Monthly WIP screenshot thread

That’s makes it 100% magic to me :stuck_out_tongue:


OpenKeeper team wishes everyone a productive February!


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Inventory work in progress stuff. Today autogeneration of images from j3o files


Everyone screenshot look awsome! :smile:

Very early stages of a 2.5d ‘pixel graphic’ engine. The sprites are outlined with random colours for testing, I don’t plan on using this as a “highlighter”, but rather for subtle toon outlines. The character models and textures are randomised for testing.

Interesting bits and possible contributions that have arisen so far during dev:

Faster Gaussian Blur :: I have been testing a faster method for generating Gaussian Blur over my last several projects, and it appears to be working flawlessly. Each pass (vertical and horizontal) uses 5 samples rather than the standard 9, leveraging bilinear filtering on the GPU to get the same results.

Outliner Material :: A simple material that adds an outline to a spatial. This allows for a different outline colour and thickness per object, and multiple or even animated outline colours (which the Cartoon Edge Filter can’t do ?). It uses whatever material is currently set on the object and appends an outline.

Pixel Enhancer :: A very simple little shader to highlight the game pixels (which are currently 4x4 screen pixels).

Screen Aligned Graphics :: nothing too fancy here, the sprites are snapped to screen pixels, in 3d space, kinda neat.


Really interested in the blur and the outline material


A very interesting article about fatser gaussian blur, linear time. Once understood it’s not hard to implement.

This was my source, looks like a similar deal, it really is very simple stuff =)

For a nice “pixel art” style, take a look at the work of deepnight: http://deepnight.net/
I guess you should be able to create nice filter.

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SkyHussars R2 release. Unfortunately I got pretty lazy by the middle of the month,but here is the new stuff:

Basic shooting mechanics
Basic daynight settings
Fov management with mouse buttons
More fluid controls


Just realized that there were some wrong values inside my code that were leading to the pixelated result of my previous video (the brush area was exceeding the selected triangles).
Now with the fix:



One new mob, a flying one.


@ZoltanTheHun Give that camera some slerp. Cameras love slerps.

@RiccardoBlb That’s awesome, I’m looking foreward to the final version :smile:

Give me some time :smile:

Yeah, softbody constraints are out !


whoaa the rope looks really great

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Yes . the rope is really really good. Thanks @Dokthar . I am very eager to use SoftBody in my game.
Again THANKS A LOT. :kissing_heart:

we have a new gameplay video of Drohtin v0.4.0.

The comments in the video are German…but he just describes the tutorial.


That rope!