Lost World A little show case

Hello everyone, I worked hard on a new modular design and came out with this little game in a few months.

It will replace my previous game design and it will greatly improve the production time.

Info:

  • Procedural map
  • Progression system
  • Unified Entity
  • Combat Detection (only for player so I won’t get kill during debug haha)
5 Likes

The light patterns on the ground gives a good feeling to be in an actual wood. Doesn’t fit to the black sky, but well… :chimpanzee_closedlaugh:

Haha if i had a sky i would use it :stuck_out_tongue:

jME3-testdata.jar has some skies for free.

There is one in /Blender/2.4x/textures/ and another in /Textures/Sky/Beach/ and another 3 in /Textures/Sky/.

There are some for free on the web: http://blenderartists.org/forum/showthread.php?24038-Free-high-res-skymaps-(Massive-07-update!)

Also there is this tutorial to make your own with Blender for jME: http://wiki.jmonkeyengine.org/doku.php/jme3:external:blender

Thank you, i will probably add a temporary sky, but i m looking for an animated sky with cloud

SkyControl - it’s a project for procedurally generating skies for jME. I saw the author re-appear in this forum a couple of weeks ago…

Also, the tutorial game that I will release has a realistic sun and moon simulation, but looks very “comicly” at the moment. Will release that game during the next days.

I will take a look at your work then, it may be interesting to learn from other!

Or if you want… there is also a Sky in Sim-FX that uses atmospheric scattering. If you are using the standard JME lighting materials, you can even add atmospheric scattering to your scene so that farther stuff looks farther and stuff.

SkyControl which @Ogli mentioned now moved to GitHub. you can take a look at it. I also use it for my sky.