thats a really cool game idea. how far detailed is the “building” aspect of it? do you just select which components you want and they appear on your vehicle, or do you place the components manually yourself?
thats a really cool game idea. how far detailed is the "building" aspect of it? do you just select which components you want and they appear on your vehicle, or do you place the components manually yourself?
You can add the components yourself. Right now I’m mostly using blocks to create the vehicles, so you can think of the armory like a “minecraft style vehicle creator”
@m41q Looks great. Can you post a video. :)
I don’t think it looks that exciting :roll:
Next thing I add are guns, I’ll make a video then.
(Also, I can’t just show you… Then I would have nothing to show for the February Thread )
I’m creating a voxel game based on Liero and Worms in jme. There’s no npc ai yet, I’ve started creating it recently. I’m creating a deathmatch game mode, in which the players have to pick items that fall from the sky and kill one another 'till the game ends :). Here are some screenshots:
All I have to say is that while sipping on my coconut water; these screenshots look interesting. I’m over here vacationing on my home country, the Dominican Republic. So don’t expect any screenshots from me.
Also, @thetoucher good job with that sculpting. But I think the hard part is finishing the project with proper texturing. Good luck with that.
just make sure you include the grappling hook and i bet that game will be awesome.
As you haven’t mentioned nobody in your comment, I don’t know what game you talked about, but if it was mine, so yes, grappling hook was one of the first things that I’ve implemented in my game. Here’s a screenshoot of me using it:
Not sure exactly what, if anything that I will do with this… but I’ve been seeing a lot of the “low poly” blender renders show up in my G+ feed from time to time for the past few months. If you don’t know what that is… here are some links:
So, I started wondering if I could do something similar in real time in JME… with randomized terrain data.
I’ll spoil the story and go right for the end shot:
That version has FXAA, SSAO, and JME shadows.
Getting there was a lot harder than one might think.
First, I started with a terrain decimation implementation. (This is the part I will get to reuse for Mythruna and was my original ‘legitimate reason’ for starting down this path…)
This is a raw version of the same fractal I use for Mythruna’s base terrain layer. I ramped up the elevations with a parabolic curve and then color coded based on slope and water/coastline/etc. (wasn’t sure what I’d need later)
Here is a decimated version in wireframe:
And the low poly version:
Quite a few tries and misses along the way. Here is one where I tried to separate the grass from the mountains and decimate them separately. I like the effect and probably could have improved its issues but if I ever want to bake in AO or anything then the seams are all messed up:
Another version before I smoothed the flat lands (grass):
And before I filtered out bad polys:
There was a lot more behind the scenes stuff, too. The decimation works best when it has less terrain to work with so I make a pass through my raw height map data to remove tiny islands and any land masses that intersect with the edge of the map.
There are a half dozen more ways I can tweak it but I already wasted too much time on it for now and so will set it aside for a little. I have a game idea I want to explore in this terrain but it will be partially an AI test for Mythruna and I’m not there yet.