Cool, keep us updated with your progress!
I too have written 3/4 editors with different libraries (sdk, Swing, javafx). As soon as I have the time I will come back and experiment with dear-imgui. Here is a prototype I wrote:
Success! People loved the game Leap. See you next time! - Real images from real players.
Developed with JMonkey.
http://instagram.com/pixelappofficial
Trying to integrate Swing-AWT with lwjgl3.
Creating TileMaps(2D) blindly is very difficult, it is better to have an editor …
Very nice. I like it.
Yep. I’ve learned from experience Tooling is a very important part of gamedev.
It is. I’ve never regretted a single minute spent working on my tools. And usually the time pays dividends.
However, during the early prototyping stages of any project, I highly recommend thinking outside the box to get things working. Do not underestimate how much you can get done with a spreadsheet app and a csv export, for example. Many a 2D tile-based level can be prototyped that way.
thanks for the recommendation
Coding a Rocket league clone in jMonkeyEngine (devlog #1).
The vehicles are really fun! Flying Vehicle and Air Roll features are already implemented.
I hope you enjoy it. Bonus jfx editor at the end of the video
These days, I have been writing experimental code to test another global illumination technology, which is the previously mentioned LightProbeVolume.
Here are some comparisons,
OldLightProbe:
The OldLightProbe has issues with light leakage.
NewLightProbe(LightProbeVolume):
OldLightProbe+ShadowIntensity0.8+toneMap:
LightProbeVolume+ShadowIntensity0.8+toneMap:
LightProbeVolume+ShadowIntensity1.0+toneMap:
The OldLightProbe lacks detail in its effects, with no gradation of light and dark, and no contact shadow effects. LightProbeVolume offers better details (soft contact shadows, light bounces, correct light and dark transitions).
Due to the OldLightProbe’s inability to correctly handle occlusions, shadows, and details, it is not suitable for indoor environments (in fact, the OldLightProbe’s effect is similar to a SkyLight for vast outdoor scenes where occlusions can be ignored). Below is another set of scene comparisons.
OldLightProbe+ShadowIntensity0.7+toneMap+ssao+bloom+fxaa+volumeLightFilter:
OldLightProbe Layout:
LightProbeVolume+ShadowIntensity0.7+toneMap+ssao+bloom+fxaa+volumeLightFilter:
LightProbeVolumeLayout:
I am unable to fully replicate the final rendering effect of Godot visually, as Godot’s PBR has many material property parameters that JME lacks, and Godot has area lights, with light intensity units that are also inconsistent with JME. Therefore, I can only approximate a partial restoration. The layout of LightProbeVolume is basically consistent with Godot’s GIProbe layout.
It always seems impossible until it’s done. Amazing @JhonKkk !!!
its really amazing work
LightProbeVolume for sure is much better than old way.
OMG. The best demo I’ve seen with Jmonkeyengine. With Godot you can’t even get such fps.
Added gloss to the windows to make them a bit shiny.
Finished low poly mesh.
I’m currently working on game characters and game combat skills.
This video is about a test of the character’s combat skills.
very cool! I like it a lot and hope I can get some ideas from this game. keep us updated with progress
They are so cool. Please post some videos!
Hi jME community. Before this month gets to its end, I would like to share a game I made over this weekend with my in progress editor. It was for the South African game jame.
The game is called Stranded and the game is supposed to be a combination between resource gathering, base building and surviving. Get is here: Stranded by tgiant
Rendering of over 1 million particles at 60 frames per second. Each particle is relocated every frame by an OpenCL kernel to a random position within a 1x1x1 box.
The system can handle 5 to 8 million particles smoothly with no other resource intensive features running. 16 million particles runs at 30 fps.