nice!!
Even more awesomer.
Yeah, I mean, it was pretty awesome beforeā¦ definitely a step up now.
Edit: actually, to be honest, I really liked the crystal ice star things in the original.
Those things wasnāt looks so nice in motion.
I have 600ms to show something powerful enough to harm player. The last version definitely did the job. Soon Iāll show some gifs.
Solved the flickering particles with cull hints
=> learned something new
Since you use deferred shading you could add a yellow point light on the skeleton to light the room with the effect.
Iād expect this kind of fire burst to completely illuminate the room.
There is one light for every AoE but maybe I need to give it more āpowerā for this particular effect.
Yes I think so.
Maybe instead of a light you could fake it with a screen filter. It could be easily re-used for effect all over the place, not just for color-washing. The electric effect could put some noise or jitter lines like on old TVs
No, Skullstone is fantasy, not SF. Such effect would be nice for android/bot player with damaged camera.
There is no need to fake the light. Another light costs me nothing. Even some monsters have special non-shadow-casting point lights attached to their skeletons.
Tis a beautiful game
Hi,
After long silence, SkyHussars R11 is out now. One of the big tasks that I did, that I rewrote the physics code. It is still far from realistic, but at least it is stable and working for now. The other 2 big task was that I wired in the first instrument and that I added simple simulations to the plane editor. I had some very hard working months, and I had limited time for this side project, but I think the new physics is quite good. The bad part is that some really nasty bugs are present in this release, falling AI planes and selfdestructing guns for example
New features:
- New, slightly more accurate flight model
- Bullet updates are independent of framerate
- AOA is displayed on UI
- Airspeed Indicator is added to the cockpit
- PlaneEditor has Speed, Height ad AOA simulation
- Small graphical enhancements, bugfixes etcā¦
New bugs:
- Physics is not enabled for AI planes
- Shooting bullets can selfdestruct the plane
- Reset does not reset plane to original condition
Please see the release video and github link below:
How to setup a party in space? You have to planet.
So I found an odd color conversion that lets you set hue in glsl. That ought to come in handy for many procedural things.
The rest is a 1D texture, mapped around a sphere and the texcoords being offset by two noise channels + one for storms with only two texture samples for everything.
Oh and turns out, once you have hue you can set chroma as well, which seems to be saturationā¦
So in the process of researching things I want in my game I came across a thing that might interest you as well for Gas Giants.
https://smcameron.github.io/space-nerds-in-space/gaseous-giganticus-slides/slideshow.html#1
This guy uses a shader to mimic the cloud movement on a gas giant via some funky particle stuff.
LOVE what youāre doing though. Seriously cool stuff.
Wow that is pretty amazing, but I really doubt itās viable for actual games. Only calculating the gradient velocity vector should take like 5 texture samples, unless it were somehow precomputed like a normal map perhaps. I mean seriously, his shader is like 1500 lines long.
It did give me a few interesting ideas however
Oh completely forgot, hereās the final version of the shields:
Itās simpler than the last one I posted, but itās faster and I think looks just as good. I set it to cap off at 32 different hits for now.
They also change color to the type of weapon impacting them briefly which is a nice touch I think.
Wow, a lot has happened since Iāve been gone. It makes me want to dig my works in progress out from the grave and actually finish them. Itās just classes and work got the best of me
Not really a screenshot, but a short video of my work. After my third attempt and seven refactorings later at making a game - man it is a long road with a lot of disappointment on the way - , I am slowly getting to the point that I am actually getting somewhere.
The aim is to create a turn based isometric (with a degree of āfreeā camera rotation) dnd-like RPG.
The last 2 months I got some sort of asset pipeline in place, I can actually create, animate and import models. And I started using an entity framework (thank you Zay-ES) to structure and separate visuals and game logic.
Right now I finished a first very basic AI control for an enemy. It checks for all entities that are in aggro range, filters out the entities it wonāt attack, and then picks the one where it has the highest āhateā value for. Then it just chases the enemy until it is in attack range, or if it loses sight of the enemy, it walks back to itās original location.
Hehehā¦ that music, though.
Hereās an effect that appears after clearing a pathway to new zones, its just a combination of 2 particle emitters and a shrinking model I made a long time ago, but Iām hoping to make some cooler effects for all of the other blocked off zones now that Iām finally learning how to write shaders