(May 2025) Monthly WIP Screenshot Thread

New animated series coming soon. It’s going to be tied to the jmonkey game.

https://www.instagram.com/pixelappofficial
https://www.youtube.com/@PixelappOfficial

4 Likes

Here is an update on my Alternate Reality game, getting close to be able to go into beta testing.

7 Likes

Hello everyone,
want to see a positional radio effect in jMonkeyEngine? This demo showcases a custom HighPassFilter, implemented using LWJGL OpenAL, to achieve this sound. Setting low gainLF (Low-Frequency Gain) values is key for that characteristic tinny radio quality, and the positional audio means the volume decreases as you move away. This is a demonstration of the HighPassFilter’s functionality, which I’m planning to integrate into jME with an upcoming PR, after the current PR that improves the ALAudioRenderer is merged. The custom OpenALAudioRenderer shown here was necessary because the default ALAudioRenderer didn’t support this filter. Additionally, I’ll briefly touch on how I decoupled the AudioNode into a separate Node for spatial data and an AudioSourceControl (AbstractControl, AudioSource) for more flexible audio control.

cheers! :wink:

16 Likes

1/3 progress of the animation episode.

3 Likes

first big internal tool, map editor for both room prefabs and static maps :smiley:

edit: more progress :smiley:

7 Likes

Created new textures and improved models of weapons:
Imgur

12 Likes

Working on character creating workflow improvement.

That mean it’s not interesting what this models ends up looking like. But how high quality it ends up looking like.

That way all any other model that is created it’s created within hours and high quality according to random specifications.

For this model specifically will have: Black jacket, dark color jeans and boots. It’s supposed to look like an agent.

3 Likes

Toon Ocean Shader V2

13 Likes

Very nice :smiley: How did you make the tracer?

1 Like

It’s actually pretty simple. I generate a series of quads (or triangles) manually through code, based on a subdivision parameter that defines the trail’s resolution. I use two reference points in space (like Node1 and Node2), they could be attached to a parent object so that moving the parent moves the whole system.

Each frame, I store the world positions of those two points, effectively building a sequence of line segments over time. These stored positions are then used to update the mesh, recalculating the vertices of each quad or triangle to connect the points and form the trail geometry.

For the fade effect, I just apply a texture (gradient and multiply it with a color in the shader) over the mesh to simulate fading over time.

7 Likes

Hi all.
I made this little game the last couple of days for the gamedev.tv annual game jam. It was made in this wonderful engine.
Tiny Tellus by The Giant


11 Likes

My work on visual improvements continues.

Beside improvements on Film Grain shader (originally it has an effect of extreme contrast applied to the scene) I have also introduced a port of Shader - Shadertoy BETA CAS shader. It has a subtle effect but generally softens the result of the Film Grain pass and modulates high-contrast effects.

It is better to check the images in their original resolution to see the difference.

No effects screenshot:

Film Grain screenshot:

Film Grain plus FidelityFX Contrast Adaptive Sharpening:

6 Likes


Making FPS Game With Jmonkeyengine SDK.

8 Likes

Hi @German_Caal , the tracer effect looks cool!
Any chance you’d be able to share the source code? I’d love to help refine it and, if you’re agreeable, add it to the jme3-examples module. It’d be a great way for more people to see how it works!

7 Likes

I spend some time this morning adding a new post processing filter to my game editor. I thought a blur filter could be nice for when game over happens and you want to blur the scene underneath the UI.

10 Likes

Sure, I’ll do it when I manage to make some time, I want to fix a few details before sharing it.

3 Likes

Here is an example usage of the Scene Blur I added to my editor.

11 Likes

Your editor looks great!
Do you plan to make it publicly available someday? And if so, any idea of when (any roadmap)?

4 Likes

I do think I will make it available. For now I am working on a road map and still adding features.
It is still not 100% ready for other people because it contains some bugs which I ignore or just work around on when developing games.

I am thinking of making it available through itch.io or maybe steam as a game design tool.
Lets see where it goes this year.

Thanks for your interest.

7 Likes

Some more progress on the editor:
https://imgur.com/a/GwOdSf7

reflecting on this it is the best decision i could’ve made for a couple reasons:
a) started thinking about language versions (though only english + my native would be supported )
b) allowed me to extract a ton of reusable code into libs (map generation etc)
c) also forced me to think about common definitions of entities + the way i structure entities in the game itself
d) opened my eyes for some architecture changes (that luckily wont be that painful), for instance rather than reading files directly by name during the game (for instance map_1 for level 1, i think i’ll be leaning towards gameplay orchestration where the editor allows you to make a whole “game” by picking specific maps for specific levels (with additional options, such as random generation, setting rules etc)

overall its coming along nicely :smiley:

3 Likes