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Mecha Spider Foot Inverse Kinematics
Work in Progress - Started by Slastraf,
Inverse Kinematics in Leadwerks.
Procedural animation
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We have finally made it
Work in Progress - Started by Slastraf,
See utube desc for more.
This runs at 60 fps. Its a perlin noise based world generator in c++.
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Cyclone Wall Launch Auto-Look
Work in Progress - Started by reepblue,
The camera will now automatically point towards the direction of the launch with wall Cyclones.
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Voxel Cone Step Tracing - Edge Fade
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
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Robotic Arm VR Prototype
Work in Progress - Started by Admin,
We have no connection to Team Fortress 2 or Source Engine, despite what YouTube is showing below. This is a demonstration of our robotic arm prototype with ... -
Scripting a shader texture movement!
Work in Progress - Started by Marcousik,
I will make a more detailed blog entry about this because it was an adventure to reach this.
It was all about converting a beautiful shader generated waves mvement in a mathematic function that allows to predict waves forces at a position (x,y,z) , to get for example:
- realistic and not randomly ingame wave shaking effects on a boat, or wood prop or whatever.
- Splash effects or character realistic reactions depending on the wave water level.
This is a little showcase that shows how the terrain is replicating the main shader waves movement.
> The terrain's movements are generated with a script and is rendered in blue.
> The shader is placed to compare a little bit higher over the terrain and has transparency.
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Weekend Workshop #7
Streams and Events - Started by Josh,
New rendering backend is up and running.
3-9-24.zip
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