(June 2016) Monthly WIP screenshot thread

Hi friends
Hope you like this … :grinning:


Ummmm not to completely derail the topic here, but HOW DOES ONE DO???

Do physic simulation in Blender (can find lots of tutorials in YouTube) then export it to .obj while checking “Animation” option . It exports each frame as an .obj file. Then in JME load all of them as an Array of Mesh and save it on main model like
geometry.setUserData("SoftBody", meshArray) ;//Array of keyframes
and update mesh data each frame on main model. like:
geometry.setMesh(meshArray[i]) ;// i is frame number
after saving mesh data you can remove all .obj files.


I am planning to abuse this idea, in my projects, it is very simple and produce great effect

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and has so so less CPU load in comparison with real time simulation. One deficiency is that it takes much RAM if your model is high poly. but nowadays memory size is growing dramatically.
It was yesterday I read in news about upgrading RAM up to 128 GB with 4500 MHz . Can you believe !!
My current RAM is 680 MHz :stuck_out_tongue_winking_eye:


4500MHz sounds like marketing fraud. Like NIVIDIAs “4 GB” on the Geforce GTX 970. Or like adding one 128bit lane with two 64 bit lanes and calling it 256 bit memory. Or something like that.

Having real vertex animation would probably be much better to make such waving flags. Could also be used to make faces smile like with FaceFX software. Guess it would be some specialist shader code again with only one person in this forum knowing how it works. Until then this .obj array is a nice workaround for a missing engine feature.

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If you mangae to backe it to a spatial/object keyframe animation, the xbuf system can probably import it, without useing doezen of objs and a own converter :slight_smile:

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I’d say more like to an hackish armature, regarding the soft body and cloth animation.
For the fluid animation, since you don’t only move the vertices but you also produce them, i think there isn’t any possible alternative in the engine other than the meshes array, atm.

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I should’ve seen this coming. Completely derailed the topic. My bad…

Anyway, great work @Ali_RS ! I may actually find it very useful.


Here a small update from my project, she can walk and proofs that my animation system is working :slight_smile:


In 20-30 minute increments, I’ve been working here and there on a kind of strategy/puzzle game prototype:

Obviously, the graphics are all placeholder. There are about 20 things that still have to be worked out through play testing and I have to get multiplayer implemented. But most of the core mechanics are there now… still need to add ‘fog of war’ mode.


Nice placeholders. I see the troop icons and immediately know what kind of troop / archetype this is. Should definitely have the option to “use early placeholders instead of fancy final icons”. :chimpanzee_closedlaugh:

For those curious, they are made from parts of this kenney.nl sprite sheet: http://kenney.nl/assets/roguelike-characters

Eventually I hope to make them 3D animated figures.

Fighting with shadows.



Shadowmap size is still the same, this is just a trick I did some time ago (by mistake, I’m not so smart), and extended it.


why does your improvement effect the door and not the floor? please share your trick…

Shadow on the floor is drawn correctly. The first level of the trick is to calculate reflection with the poisson disk’s vector and the vector taken from some random texture, exactly like in SSAO. When you implement it, just play with the values, take NdotL as the next parameter…

oh, so its just blurred…

What did you expect?

@FrozenShade would that approach also help situations like these?

At shallow angles the default renderer doesn’t do quite as good as I’d like.

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Try with your own shader, add a noise to all your calculations. With noise you wouldn’t see the thresholds.


I’ll give it a shot! You make it seem so easy :stuck_out_tongue:

Oh and there’s an actual trailer for my game now: