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Work in Progress

  1. Per-bone Animation  

    First pass at per-bone animations, combining upper body and lower body actions.
    This is all it takes to control this animation:
    //Load a model auto model = LoadModel(world, "Models2/merc/merc.mdl"); auto bone = model->skeleton->FindBone("spine_01_Military_Male"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_UP)) { model->Animate("walk", 0.4); } else { model->Animate("idle", 0.4); } if (window->KeyHit(KEY_SPACE)) model->Animate("shoot", 0.25, 100, ANIMATION_ONCE, 0, bone); world->Update(); world->Render(framebuffer); }  
     
  2. Multithread map loading  

    Experimental background loading of maps. Limitations: - Maps must have no terrain - Only 2D Drawing for the loading screen
  3. Player controller with multiple views  

    A super alpha version of an all in one player controller. And a small appearance of my test ai system.
  4. Crystal Cave  

    Check out this video's YouTube channel for more info.
  5. Gravity_0  

  6. Josh vs. Spidermonkey in VR  

    First pass at OpenVR implementation in Leadwerks with HTC Vive.
  7. Mud and tire effects (with shader)  

    I'm really happy about this 
    At the moment the effect is only applied at the one tire forward right of the truck.
    It seems the mud is moving with the tire.
    Thx and credit  @havenphillip for basis shader
     
  8. 3D CSG Editing  

  9. Astrocuco DevLog  

    My video game in development using Leadwerks video game engine. An adventure in development.
  10. Ocean Rendering (WIP)  

    A first sneak peek for an realtime ocean renderer in UltraEngine. 
    Features:
    FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos:
    Shore and object based waves and foam buoyancy and height readback flow maps
  11. VR Performance and Scalability  

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