What I did today

like different speed due to wind and trajectory as seen from a subjective 2d point of view.

This ^
I didn’t mean something like [icode]double velocity = Math.random();[/icode] But more like [icode]static final int CONSTANT = 16;
//…
double velocity = CONSTANT + Math.random()*2 - 1;[/icode] :point:

[ icode ]inline-code[ /icode ]

Got back from Florida this moring, disney world, universal studios, and alligator wrestling! On vacation I setup some semi proper batch rendering with skinned meshes, have to fix it though, few code smells.

That is something I could look into… this is a just test implementation.
On that note, I did add lightning flashes and different splash animations for land and water.

That game looks awesome, addictive, and fun! Nice

Bored at night so I made a 5 second remix level that consists of 4 inputs to Waterloo for no reason.

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Someone told me long ago…

I get to implement, and test, an SDK one of our mobile developers created for a major service just for fun! I told my boss I’m interested in mobile but don’t know much about it, so he said this project is just a way for me to get to know mobile, and my company benefits because I’ll have also tested the SDK and we’ll have one more mobile dev to work with! Yay, getting paid to learn is great.

While looking for songs for the next level I ended up finding an extremely good one… that was for the sequel of the cannery level.

It’s fast paced and fun and definitely challenging, which is what I want the sequel levels to be about.

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Learnt how to paint textures in Blender. My first model (low poly, car body has only 60 faces) with texture painting.


https://i.imgur.com/hecB3GR.png

Finally finished my Swiss work for last week. Back to real game programming! Yay.

Also discovered borderlands 2.

Started to read some of the GDC presentations: https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/

playing more games, as suggested in this topic: http://www.java-gaming.org/topics/make-game-development-step/37244/view.html

in short: I need inspirations and make a ā€œdevelopment stepā€ for my games, any ideas are welcome!

Hacked together a radial blur volumetric lighting postprocessor in 1h 45m flat.

Will hopefully replace it with something physically correct in the future. Also, FPS values are low due to the tiles. The volumetric lighting postprocessor takes only 0.2ms @ 1920x1080 on my GTX 770.

Cool, what algorithm did you follow?

I just coded it from my memory of a few presentations.

  1. Render a sun at 1/4 resolution, blocked by depth and transparent effects.
  2. Run radial blur of image on image, centered on the sun.
  3. Upscale and additively blend onto the original scene.

EDIT:

Before radial blur. There’s a blob of light around the sun.

After radial blur.

that looks amazing :slight_smile:

theagentd: is the area just above the shoulders correct? I would think that there would be more light closer to them. Still, looks good.

The whole thing is really really fake. That’s actually a good property in this case, since it hides aliasing on edges, allowing me to use lower resolution rendering.

EDIT: Crysis 1 screenshot: