Let’s go for this again!
I’ll start with some simple screens from an Android game.
Let’s go for this again!
I’ll start with some simple screens from an Android game.
Unified the style of all dialogs:
Hey @aegroto, that looks interesting.
If I may ask, what is the game about?
Thought it was probably time I broke cover on something I have been working on for a while. It’s some kind of god game/puzzle.
It is a simple arcade game. In consists on running for as much time as possible,switching the form of you ball-character to adapt the terrain.
Here’s a pretty old 10-seconds gameplay (It seems to not be directly playable on all browser,in that case just watch it via its direct link) :
https://s1.webmshare.com/mBOYe.webm
Cool, @aegroto, it is look good.
Nice idea.
Not totally related to jME3 but you guys should take a look at this.
http://examples.jsweet.org/jsweet-examples-threejs/webapp/webgl_materials_normalmap.html
JSweet is a transpiler from java to javascript. http://www.jsweet.org/
and compare to other competiors, it’s not ugly and useless
Threejs is the js rendering engine for the browser and its have huge community and a editors also.
three.js / editor
After being a battle debate whenever java is doom in the browser recently in the forum. Yes, this is the light of the bright future. I did some prototype porting JME concept to javascript sometime ago, so I have some expriences with doing stuff back and forth with java, jme pipeline and browser. Now I really want to see if I can do it easily with combination of jsweet and threejs. May be a separate thread for this topic.
Anyone know where this sits compared to say Groovy?
Would it be possible to make a Three.js renderer for jme. like lwjgl or jogl ?
A transpiler transforms code written with a language to the equivalent code in another language. Groovy is a language.
I’m back on YouTube after a 3-year hiatus. Here is a video demo of one of my projects, called “Bind Screen”, a reusable editor for hotkey bindings.
But they look reflecty at least.
The relief when I saw something resembling a reflection
The cool thing with fixed camera angle stuff is that I don’t have any extra render passes, I calculate the reflection vectors and save to an image in Blender.
After months I finally have something to show again.
Unfortunately I suck at arts and the following model took me 3 days to complete, whereas a professional artist would do that in 3 hours but include more detail (e.g. no screws at the grip, no “grip” at the grip).
Bumsrohr
would translate to something like bang / boom tube
, so essentially you pull the trigger and then bada-boom
, however I am keeping that as pseudo trademark
So you’re saying this is your boomstick?
Yeah this seems to be the correct translation actually, though this is no shotgun
The first part of the word “Bums-rohr” could have even a different more slippery meaning I fear At least here in Switzerland.
Not only there But the game is designed to have it’s edges, it won’t be streamlined
That’s why it also mocks the useless american warning decals (Caution: Emits deadly projectiles)
slick dude, would you mind sharing a ss of the mesh, im all into trying to figure out how people make stuff look good right now
Sure. It’s generally pretty easy, I start with promitives and then extrude because that way you have minimal geometry (as opposed to sculpting and such).
Basically I started with a circle with 32 vertices, extruded them and I had a cylinder. Then i used alt + s to shrink/fatten, so I had the inner cylinder as well as the connected Front/back.
Then i used ctlr r to the ring cut tool. Then i could
move the edges. Technically i could remove the unused edges to save faces. That Ring cut is better than the manual cut because it is perfectly orthogonal.
Edit: