Hey fellow Monkey devs,
This month I get the chance to post the first screenshot. Have a look at how far my editor has come. Some serious visual coding happening there. As you can see, I started to make it a little bit more pretty.
In game it looks like this:
Also, as a side note, I started a blog for logging progress of my editor.
Check it out here:
https://ko-fi.com/post/Why-Learn-to-Code-With-EnvisionPlay-You-Might-No-M4M21HCF61
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This is my very first time posting in the monthly WIP (Work In Progress) thread on the jMonkeyEngine Hub, and I’m excited to share some of the milestones I’ve hit recently!
I’ve been working on creating a distinctive anime-style rendering pipeline, and here’s what I’ve managed to achieve:
- Custom Anime Shader: I’ve developed a custom Anime Shader. It’s currently forked from the PBR Lighting Specular-Glossiness pipeline, adapting its principles to achieve a stylized anime look. It’s still missing a lot of features I plan to add, but the core foundation is there!
- Enhanced Cartoon Edge Filter: I’ve taken the existing
CartoonEdgeFilter
and made some significant enhancements to make the outlines even prettier and more fitting for an anime aesthetic.
- Anime Water: I’ve also created an Anime Water effect, which is forked from the standard
WaterFilter
. My goal here is to achieve a stylized, anime-specific water appearance.
It’s been a fun challenge so far, and I’m really looking forward to continuing development and adding more features to bring this anime rendering style to life in jMonkeyEngine.
I’ll be sure to post updates as I make further progress! Any feedback or thoughts are welcome.
Thanks for looking!
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It is looking really good. Well done on the look so far.
I think if you going to add some anti-aliasing to it, the look is going to be much smoother.
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Thanks so much, In the next update I’ll do that
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Hey.
I have come up with a flat rolling wheel compass.
Compass HUD scrolls a texture beneath a fixed frame creating the illusion of the compass wheel rotating. Points of interest (POIs) appears as icons which can move along the wheel’s rim depending on POI direction and distance from the player.
Here is a short Demo (compass is a goldish wheel on the right side of the screen).
9 Likes
Regarding the compass orientation, I was wondering if it might be less confusing if it were linked to the ViewCam
(camera’s orientation) rather than the player’s direct forward direction? In many games, especially first-person or third-person with a free-looking camera, the compass typically aligns with where the player is looking, not necessarily where the player character’s body is facing. This often feels more intuitive for navigation.
Just a thought! Keep up the excellent work!
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Work in progress globe renderer!
With satellite images too:
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This is the best game made with JME. Someone name James made this in 2014
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Hi @carpenter,
Thank you for proposal, I see your point.
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Finalized my the UI components for my editor. Here is a blog post I wrote about the features.
https://ko-fi.com/post/Smarter-UI-Design-Without-the-Hassle-X8X41HRSYA
4 Likes