Awesome, I’ll add it to the main post.
Alright, so I’ve almost finished making the engine for this game.
I decided to port it over to plain LWJGL instead of using jMonkeyEngine because I’ll have more control and most likely better performance.
Spoiler:
So it’s pretty simple so far from what you can see, but there’s normal mapping, point lights, spot, and directional lights, as well as parallax mapping which is coming soon.
It uses a node system similar to jMonkeyEngine, so everything’s very… modular? I suppose that’s the right word. Anyways I’m starting on the actual port soon so it should be out within a few months.
Is that the Stanford Bunny? Really nice lighting and such you got there btw, digging it. Is it supposed to look like water, or is it just random bump mapping?
Yup, that’s the famous bunny.
Thanks, and it’s bump mapping. Not random though, it uses a brick texture and normal map with the specular values turned way up.
Well, at least under that lighting it would make for good water, looks like it’s raining or something. Of course the illusion may break when animated, but in the still it looks pretty sweet.
Cool, that was my goal, to make it look rainy/wet
I’ve not gotten to animation yet, but I don’t really need it for my project anyways.
I have a Material system that can be applied to seperate objects, so in a couple lines I can change that to this:
This has a much lower specular power/exponent and uses a tile texture and normal map instead.
You are following tutorials of Benny right?? This looks like his Game Engine series.
I’ve gotten certain bits from him but haven’t followed the series exactly. I dislike doing that. For example I implemented the materials much differently than he did and used a different method of lighting approximations. Normal mapping was implemented before he touched on it.
But I did watch his videos to understand the matrices and mesh loading as well as general engine design.