Reminded me of Silicon Valley
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Learned about and played with metaballs yesterday. Currently working on a DE formula for them so I can raytrace 3D ones. Trying to work it out myself for the practice and fun.
https://www.shadertoy.com/view/4s2fDz
@theagentd video or it didnāt happen :point:
Seriously. Great stuff. If you come around captioning a vid, would be great and much appreciated!
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I think he meant capturing :point:
Reworked the decal shader in my engine. Decals can now modify specularity and glossiness. Soā¦ SSR can reflect from decals now!
Iām still trying to figure out how to correctly get them to modify the normals. The problem is that decals are technically āplanesā, so if they are on a non-planar surface (but have depth to still draw with āthicknessā), they will break the normal of the surface (as they will be pointing in the direction of the plane not how they are really oriented)
Started working on a small android game with two friends. We used to talk about making games a lot in school but never started. Now we have jobs and actually use the skills we learn there to develope in our freetime.
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Whipped up a little orbit trap shader after reading up on it. Iām also trying to figure out how I can get a linearly increasing value in pure GLSL, or at least a somewhat smooth sine function that doesnāt speed up a ridiculous amount. I was thinking that I could use sin + cos (ya know a circle) and step across a circle instead of the exponential endpoints that just sin produces but I canāt seem to get that working. Any ideas?
Orbit shader for those interested: https://www.shadertoy.com/view/lsjBD1
Revisiting the gen code for my project. Making it room based now to allow for more realistic building feeling
Added a progress bar for the generic loading screen
https://mattprojects.com/?s=download&attachment=1&id=876
Added health bars to menu
https://mattprojects.com/?s=download&attachment=1&id=877
ā¦ and battle
https://mattprojects.com/?s=download&attachment=1&id=878
Also, and not screenshotable (will check for gif sometimes):
Facesets for dialog boxes can be animated:
Either just the whole time (e.g. having 1 normal and 1 closed eyes frame, displaying the first one all the time and occasionally switch for a sec to the second one)
Animate only if the text changes (e.g. having the animation moving the mouth, so only when the text appears and is updated, the mouth moves)
Not exactly today but over the course of the past week Iāve really started improving my test webcomic website, most notably adding comments and animated panels Still a lot of bugs but I believe Iām on the right path
Hereās a quick and dirty look at the game Iāve been working on for the past month.
YMPYCGtUCSA
Deep (working name) is a roguelike dungeon crawler with a robust and creative spell system (which I am still developing, Iāll make a post here once the spell system is finalized).
Big refactor job of current code base, creating classes etc and also blogged for first time in a while to capture the posts I have made to this thread recently https://carelesslabs.wordpress.com/2017/07/19/zero-hour-gamedev.
Not quite ready to post my game to the āwip-games-tools-toy-projectsā section just yet.
Just moved into my first dorm room. Going to court in a couple weeks to try to get a couple possession charges dropped and if that succeeds Iāll have completely moved on to my new life. Things are going great right now!
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Finally released an alpha trailer for my game:
3WeDVtZAdSk
Wow Iām really impressed dude, that looks great!