I use this one myself, as its probably one of the more feature-complete ones. That said, it does have a bit of a learning curve compared to, say, Paint.NET on Windows.
Some screenshots of my current project.
Itās a retro shooter inspired by the System Shock series.
Iām doing all level geometry with my custom level editor. This helped me find lots of bugs and improvements I want to fix before doing more levels.
as some of you know, Iām working on a Java Vulkan engine from time to time.
So first of all I wanted to ask if itās fine that I keep posting updates / progress here, as itās not directly related to jME, since itās obviously another engine. However, it would be a lie to say my work wasnāt heavily inspired by jME and I know some of the folks here asked me for updates, so I will quickly share a few. If the monthly screenshot thread is not the place for this kind of content, please let me know.
ā¦ it would look way cooler in a video, but I didnāt have time to record and upload one.
New features:
BoundingBoxes
RayCasting & CollisionResults (via BIH, which is also where I found the improvements for jME that I plan to contribute (see other thread))
MouseInput (In my demo app, the user can now click somewhere, doing a ray cast and adding little gray cubes at the collision results (can be seen at the yellow house in the screenshot (after moving the camera a bit )))
RenderBuckets to guarantee correct render order (fully customizable)
GUI node support (with a specific viewMatrix to enable putting all possible object into the GUI, like in jME) and a few helpers to create image panels
Caching compiled shader SPIRV to improve performance when modifying the scene
Options to set culling, wireframe rendering, depth test, depth write, etc. etc.
A few other technical improvements, mainly refactoring and cleanup
So far, Iām really happy with the progress - But there is still a ton of work to do before I would consider it a mature code basis. I still learn new things about Vulkan every time I touch something, leading to more and more refactorings and to-do-list-entries. The optimization possibilities are endless, but itās hard to offer them in a generic way (as the whole point of Vulkan is actually to offer low-level stuff so you can customize it for your game). In any case, Iām excited how the project evolves.
Itās actually quite simple, because I implemented a basic animation system where a model is just a regular part of the scene graph (node = bone). That way I can use all the standard scene graph / vector methods without thinking too much about matrices and stuff (but without features like weighted mesh deformation at this point).
The leg IK is then just a matter of calculating the hip / knee / foot locations and let the limbs look at the end points.
You can start painting from zero , just like photoshop CC , but this would be an open source software ,
What do you mean by Scalable vectors , there are vec.add(vec) , subtract , scaleAdd which multiples by scalar & add the new vector & you can simply scale a vector by multiplying itās Components x , y , z by a scaleFactor of choice.
Scalable Vector Graphics (svg) Iām pretty sure is a way of storing an image using vectors. Although I donāt know much about it, I do know that a game called Xmoto () uses it for itās levels (which can get very large) because it happens to be pretty effecient. I could be wrong about it though.