What I did today

Reminded me of Silicon Valley :slight_smile:

https://19818-presscdn-pagely.netdna-ssl.com/wp-content/uploads/c9e/ea/Screen_Shot_2014-06-02_at_11.24.24_AM.png

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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 didnā€™t happen :stuck_out_tongue: :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!

Iā€™m still trying to figure out how to correctly get them to modify the normals. The problem is that decals are technically ā€œplanesā€, so if they are on a non-planar surface (but have depth to still draw with ā€œthicknessā€), 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. Iā€™m 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 doesnā€™t 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 canā€™t 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 :slight_smile:

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 :slight_smile:

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 Iā€™ve really started improving my test webcomic website, most notably adding comments and animated panels :smiley: Still a lot of bugs but I believe Iā€™m on the right path :slight_smile:

Starting to re-implement the gen!

This is going to take a LONG time!

Hereā€™s a quick and dirty look at the game Iā€™ve 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, Iā€™ll 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 ā€œwip-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 Iā€™ll 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 Iā€™m really impressed dude, that looks great!