Here’s a screenshot of CompareLoaders, my test app for MonkeyWrench. It allows easy visual comparisons between a model loaded with MonkeyWrench (on the left) and the same model loaded with jme3-plugins (on the right).
Not really a screenshot, but today i needed a rts style camera so i tried to make a video tutorial out of it. It is my first video/tutorial ever created. I have to say it is super hard to speak and code at the same time, even if the code does not require much problem solving.
Here’s a short video showing a new enemy I’m working on implementing into my game “The Afflicted Forests”. This video also shows a snail-trail like feature that I plan to attach to to a few different enemies to spread the affliction around the world, since that’s a major theme of my game.
I was able to speed up my typical implementation process thanks to the Wes animation library, and I got this guy into my game much faster than I typically would have in the past.
Now I just need to give the guy hit-boxes using attachment nodes (that way the hit-boxes will follow animations), and then pair each attack animation with its own combat ability. The default behavior for NPCs in combat is to cycle through all of their abilities (casting the abilities with highest priority first, as long as targets are within range and the ability is not on cooldown). So as long as each new enemy I add has a few simple abilities, they will operate somewhat dynamically by default. And in the future, i can come back to add more complex combat behavior for each specific enemy, that way they will continue to evolve and I can reuse many of the same enemies at higher levels without them feeling quite as stale.
OFFTOPIC, I’m sorry, but I don’t want to open another thread…
I look currently into SDL2GDX and that handles controller just like I want it. No matter if it is XBoxOne XBox360, Nintendo Switch or Playstation all have the buttons in the same order which is very nice and makes life a piece of cake.
I currently try to figure out how I can integrate them nicely into my jMonkeEngine game, I might just ignore what jMonkeyEngine is doing and do it myself, but that would mean no Lemur for me.
There is a way to replace the gdx controller stuff with this Sdl2Gdx but have to figure out how I could do that.
will see, but I think I’m mainly on my own here anyway. If I manage to get that into jMonkeyEngine, I let you know, if I just manage to use it and ignore the InputManager of jMonkeyEngine then there is not much value I can provide and I wont post an update.
It should be possible to wire this up. Maybe with a little effort.
InputMapper is just registering a RawInputListener with InputManager. So if we can figure out how to somehow deliver events to that listener then it would be fine.
…but in a separate topic it might be nice to discuss how to improve JME to make hooking these things in a bit easier in the future. Like manager InputManager with an app state the users can replace or something.
Hi pspeed, after I add multiple different global illumination techniques in the future (LightProbeVolume (but this technique is not suitable for sandbox dynamic worlds), Light Propagation Volumes (suitable for open sandbox games), SDF DDGI (suitable for various game types), and some other GI techniques like VxGI, etc), would you be interested in using some of the global illumination techniques in Mythruna? And give me feedback on their performance so that I can better optimize them.
I noticed Minecraft has a few GI techniques, so I thought it would be good to do a comparison…
I’m working on an open-world sandbox-y virtual world platform and would like to be addressing graphics sooner rather than later. I should be in a place where I can start those experiments quite soon, and I’m targeting PBR and other physically realistic techniques.