YouGroove Posted March 1, 2015 Author Share Posted March 1, 2015 Awesome tool. Here is some ideas that could make it more complete : - Pivots named "pauseXXX" ? When the destination pivot reached is named "pauseXXX the camera would pause for a delay of XXX milliseconds before continuing it's path - pivot named "Jump": When the destination pivot reached is named "Jump" in the list , the camera will jump directly to the next pivot position without following curve path. - For each pivot position , ability to enable a script attached to the pivot Each pivot could have a custom script named "cinematic" and this script would be custom with entities fields , and it would just launch entities functions. For example : starting a particle system of some entity , lauching character animation of another entity, or anyhting else. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
beo6 Posted March 1, 2015 Share Posted March 1, 2015 thanks YouGroove, the jump part could be made with multiple cameras i guess. but the other two things might be useful. will look into that. Quote Link to comment Share on other sites More sharing options...
IgorBgz90 Posted March 5, 2015 Share Posted March 5, 2015 Learn the basics of modeling! Modelling ~ 15 min. Texturing more than 6 hours . 3 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 5, 2015 Share Posted March 5, 2015 Turned out really nice. Did you hand-paint the texture? Quote Link to comment Share on other sites More sharing options...
IgorBgz90 Posted March 5, 2015 Share Posted March 5, 2015 Thanks. No, texture took from the Internet. Pieces did imposition on the UW texture. (Google Translate ) (Спасибо. Нет, текстуру дерева брал из интернета. Затем частично, выборочно вырезал части и накладывал на текстуру UW. Затем, рисовал края.) http://pichost.me/1532439/ 1 Quote Link to comment Share on other sites More sharing options...
cassius Posted March 6, 2015 Share Posted March 6, 2015 This must be the longest thread ever. Yougroove was young when he started it. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
shadmar Posted March 6, 2015 Share Posted March 6, 2015 No, he is a robot Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted March 6, 2015 Author Share Posted March 6, 2015 No, he is a robot Yeah, perhaps i'm just a robot spam. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
beo6 Posted March 28, 2015 Share Posted March 28, 2015 Just updated the camera dolly script. It now also interpolates the rotation and includes a event script that get called as soon as the camera reaches that point. (you should be able to open a door for example for the camera to fly through) 2 Quote Link to comment Share on other sites More sharing options...
shadmar Posted April 6, 2015 Share Posted April 6, 2015 Playing around with boxes in Silo2. Extrude and Bevel mainly. Look how crappy it looks in Silo2 and how nice it becomes in Leadwerks renderer: 10 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
BES Posted April 6, 2015 Share Posted April 6, 2015 Playing around with boxes in Silo2. Extrude and Bevel mainly. Look how crappy it looks in Silo2 and how nice it becomes in Leadwerks renderer: Awesome Shadmar! ...really looks good...way better than my attempt at a space station..lol 1 Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
josk Posted April 7, 2015 Share Posted April 7, 2015 Yeah very nice. A good showcase for LW3, My levels look quite bland compared. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
Thirsty Panther Posted April 7, 2015 Share Posted April 7, 2015 I was wondering where Shadmar was up to with his game. Never lets you down with the wow factor. Great work. Quote Link to comment Share on other sites More sharing options...
reepblue Posted April 11, 2015 Share Posted April 11, 2015 In progress of porting my Source mod to LE3. 9 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
BES Posted April 11, 2015 Share Posted April 11, 2015 In progress of porting my Source mod to LE3. lol...now I have portal flashbacks.. Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
YouGroove Posted April 12, 2015 Author Share Posted April 12, 2015 1 hour making a new 3D tiles tileset for a dungeon based game. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Thirsty Panther Posted April 12, 2015 Share Posted April 12, 2015 @YG procedurally generated? I've been reading the threads on PG and it sounds very interesting. Look forward to see what you get with this. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 13, 2015 Author Share Posted April 13, 2015 I leraned it from Unity 2D rogue like tutorial, you manage a 2D array, each cell contain some model : -a room -a corridor - a corner etc ... Each model has different connection rules and directions( Up, Down, Left , RIght) You define a size for the dungeon and some parameters : 1) connecting room probability (a room near another one) 2) corridor connections probability (1,2,3 ... ) 3 ) corners probability ( 1,2,3 ...) And you start generation at center : - the more you get to border limits the more random probability of closing corridor or room is big. Also more probability for side level corridors. - when generation is done on last room it is some exit or a boss room. Each rooms and corridors will have doors, so only prefab tiles around the player will be loaded and detsroyed dynamically to keep a good framerate. Prefab tiles will have pivots for random placement of loot, monsters, lights, assets decoration. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted May 4, 2015 Share Posted May 4, 2015 Firepit is updated with new flames: http://steamcommunity.com/sharedfiles/filedetails/?id=312811332 9 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
BES Posted May 8, 2015 Share Posted May 8, 2015 Another Work in progress Space Fighter...it will fly through planet atmosphere also... early prototype. 3 Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
f13rce Posted May 10, 2015 Share Posted May 10, 2015 Been working on implementing particles, feedback, aiming down sights and gun movement (like recoil and stuff). Results are very satisfying... Will implement Steamworks as soon as the gameplay is solid 8 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
shadmar Posted May 14, 2015 Share Posted May 14, 2015 Planet, textures are postprocess generated. This runs 8 noise functions with 12 octaves, textures are rendered once to a buffer in postprocess and then used as reglar textures, runs at 60 fps no matter the noise complexity. 7 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Michael_J Posted May 14, 2015 Share Posted May 14, 2015 Well done. I was planning on doing this for my planetary shaders as an optimization, but I haven't yet had time to investigate it. Any tips on getting the process to render to a buffer to get me started (if you don't mind my asking)? Regardless, looks great... Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
shadmar Posted May 14, 2015 Share Posted May 14, 2015 I load this as a postprocess, where the fullquad shader is the noise generated using equirectangular uv coordinates. The fullscreen uv coordinates fed this function for equirectangular distortion, then these coordinates are used for 3d-noise. vec3 GetSphereCoords(vec2 uv){ float theta = twopi * (uv.x); float phi = pi * (uv.y); float x3d = cos(theta) * sin(phi); float y3d = sin(theta) * sin(phi); float z3d = -cos(phi); return vec3(2*x3d,2*z3d,2*y3d); } The diff shader is just any diffuse+normal shader with textures fed from the buffers. Here is the buffer pipeline setup I used (lua file is loaded as postprocess): -------------------------------------------- -- Planet texture shader by Shadmar -------------------------------------------- --Called once at start function Script:Start() self.fullquadshader = Shader:Load("Materials/Star/_copland_project.shader") self.diff_shader = Shader:Load("Materials/Star/diffuse+normal+planet.shader") self.shader_pass = Shader:Load("Shaders/PostEffects/00_shaders/_passthrough.shader") self.onepass=true self.resolution=3 --this is x times screen resolution fullquadshader resolution will render self.passes=0 self.tex = nil end --Called each time the camera is rendered function Script:Render(camera,context,buffer,depth,diffuse,normals) --Create render buffers if they don't exist if self.buffer==nil then self.diffuse = Texture:Create(buffer:GetWidth()*self.resolution,buffer:GetHeight()*self.resolution,Texture.RGB, 0, 1, 0) self.diffuse:SetFilter(Texture.Smooth) self.diffuse:SetClampMode(true,true) self.normal = Texture:Create(buffer:GetWidth()*self.resolution,buffer:GetHeight()*self.resolution,Texture.RGB, 0, 1, 0) self.normal:SetFilter(Texture.Smooth) self.normal:SetClampMode(true,true) self.buffer={} self.buffer[0]=Buffer:Create(buffer:GetWidth()*self.resolution,buffer:GetHeight()*self.resolution) self.buffer[0]:SetColorTexture(self.diffuse) self.buffer[1]=Buffer:Create(buffer:GetWidth()*self.resolution,buffer:GetHeight()*self.resolution) self.buffer[1]:SetColorTexture(self.normal) end buffer:Disable() if (self.fullquadshader and self.buffer~=nil) then --generate fullscreen diffuse, render to a buffer if self.onepass==true and self.passes == 0 -- (first frame) dont hog gpu, do a second pass for normals. then self.buffer[0]:Enable() self.fullquadshader:Enable() self.fullquadshader:SetInt("doNormals",0) -- dont calc normals context:DrawImage(diffuse,0,0,buffer:GetWidth()*self.resolution,buffer:GetHeight()*self.resolution) self.buffer[0]:Disable() end --generate fullscreen normals, render to a buffer (second frame) if self.onepass==true and self.passes == 1 then self.buffer[1]:Enable() self.fullquadshader:Enable() self.fullquadshader:SetInt("doNormals",1) -- calc normals context:DrawImage(diffuse,0,0,buffer:GetWidth()*self.resolution,buffer:GetHeight()*self.resolution) self.buffer[1]:Disable() -- enable model shader and bind buffer textures self.diff_shader:Enable() self.diffuse:Bind(8) self.normal:Bind(9) --make sure this is just ran once. self.onepass=false end --enable context buffer and do a passthrough buffer:Enable() self.shader_pass:Enable() context:DrawRect(0,0,buffer:GetWidth(),buffer:GetHeight()) self.passes=self.passes+1 end end --Called when the effect is detached or the camera is deleted function Script:Detach() if self.fullquadshader then self.fullquadshader:Release() self.fullquadshader = nil self.diff_shader:Release() self.diff_shader = nil self.shader_pass:Release() self.shader_pass = nil end --Release buffers if self.buffer~=nil then self.buffer[0]:Release() self.buffer[1]:Release() self.buffer=nil end if self.diffuse~=nil then self.diffuse:Release() self.diffuse=nil self.normal:Release() self.normal=nil end self.onepass=true self.passes=0 end 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Michael_J Posted May 14, 2015 Share Posted May 14, 2015 Ah, I see. I never thought to fire it off as a post to generate the maps. Thanks for sharing. Makes perfect sense now that I think about it... Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
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