What I did today

I don’t think the players will notice if the shadows do not change near walls as long as they are:

  • mostly vertical
  • Not too strong/dark
  • blurred

The blurry outlines in your freestyle render looks good on the bottom part of models where it makes actual sense but awful on top of the units.

I made a Table of Contents generator for Google Sheets if anyone is interested. Google seriously makes the worst APIs on the planet, I’ve genuinely never used a single API that came out of that company that was well documented or pleasant to use. Making this script gave me PTSD flashbacks to Android’s APIs. By the time I was ready to deploy, I was so sick of it that I just decided to dump it on github and be done with it.

Anyway yeah. This script opens a sidebar that will let you generate a table of contents sheet, and then after that it gives you a basic dropdown menu that works like the Outline in normal Google Docs. I made it because our localization sheet is getting large and I needed a way to easily jump around the sections and Google Sheets doesn’t have anything like that by default for some reason. I guess they don’t have to do it themselves when annoyed people like me will just do it for them. Lol

By mostly vertical you mean the shadow being projected only under the entity? How would you do it? Pre-render for each model? Use some pre-defined set of pre-rendered generic shadows? Use dynamic shader-based shadows?

[quote]mostly vertical = projected only under the entity
[/quote]
yep, but a slight angle doesn’t hurt at all.

I baked my shadows into the sprites but I’m using a different perspective and longer distances where you will only notice if you look closely.
I’m pretty sure you can get away with this approach too, you just have to make the shadow subtle enough so that it looks good/believable in any situation.

You would be more flexible if you render the shadows dynamically, maybe have an asset property like shadow-size, offset and center to be able to draw one (or more) dark blob sprite(s) where the shadows should be, you don’t even need shaders for this if you would rather not delve into that domain.

I suggest you at least try some variations of the baked in shadow, you might find a good balance after a few iterations.

I posted/released what I think is a nifty little polyphonic keyboard on itch.io.
Reference Note Keyboard
Uses an embedded, customized Java9 runtime made with JLink, so the download is under 20MB.

Am heading to the library to look for a book to help me get into the promotion mindset, to learn a bit about writing sales copy. All my energy has gone into coding, learning to play/compose music. Very little has gone into promotion, and I know the ad copy needs improvement.

It’s free. Check it out and let me know what you think!

Spent the last day figuring out how to make a dragger… Was a lot more challenging than I thought. None the less it works quite well!

I also started prettying up the github for it:

Did a small tool for layering the model renders using complex shapes. Works both by editing points in text area and clicking on the image area. Also the tool saves a YAML file with layer metadata per file, so I can automatically generate layers after first configuration (after I change some rendering config for example). Before I was doing manually with Paint.NET and every time I was changing something it was a pain to re-introduce layers.

The tool does not touch the original file, however produces a layered one, so I end-up with two files like:

P.S(if anyone is interested I might release the sources)

I graduated from college! :smiley: I am now the proud owner of a BS:IT!

I’ve also been working on an API to see if a system has the necessary configuration to run an application (games or other software). I’m going to start it off by making it necessary to provide the specs of the computer and then it will check to see if the individual components meet the requirements, but I’m looking at seeing if I can put together a scrapper (or find an API) that will automatically pull that information from the store page for a computer!

Congratz to your graduation! Enjoy your holidays mate!!
Gonna hand in my masterthesis on friday and after that I’m gonna spend hopefully some more time working on my game again :slight_smile:

Just signed some paperwork today. NOKORIWARE is going to go into effect as an LLC on January 1st. I’m very happy about it.

Started work on getting transparent materials to render nicely with my deferred renderer:

Thanks to @TheAgentD for the idea on implementing it efficiently

How did you do it? :slight_smile:

Nothing complex. Rendering transparent geometry is just a forward renderer. I decided to go with per-object sorting, since it’s much easier to setup. The FBO that the forward renderer renders to has its depth buffer shared with the deferred renderer’s GBuffer. I disable writing to the depth buffer when drawing transparent geo and I also get free clipping from the deferred renderer.

What’s next is to make all my lighting shaders work in both deferred and forward passes, so I can still color the transparent geometry properly :slight_smile:

The idea I had originally was to blit the deferred renderer’s depth buffer into the forward renderer’s depth buffer. @TheAgentD pointed out that I could do the above to skip blitting altogether.

Started playing Mass Effect II for Win/PC from Half-Price Books (a Christmas present).

This is a great game!

I’m replacing the old profiler with a new one that tracks the processing-time per registered system and displays it as a stacked color-coded graph. The two handles can be dragged around to change the graph size.

red -> terrain-rendering
cyan -> sprite-rendering
blue -> point-click-navigation (A* done asynchronously in second thread)

Now i need a proper menu to enable/disable/hide graphs etc. and show a legend with the system names.

Putting together a rough editor so that I can start creating roads and buildings, hope to make some milestones for 2019 and make some decent progress on this project.

Next Up: Road mapping, car spawning and basic traffic (AI)

*FPS is killed by the Gif capture otherwise runs at 60fps.

Love the skidding and physics! Really nice

Thank you!

We got the mail yesterday confirming it, NOKORIWARE LLC went into effect today. Pretty excited to be able to do some cool stuff with it hopefully. I made a cool video today to go with it.

83Z0u21qY9I

Corny potentially-cringey gush-post incoming:
I’m feeling a bit sentimental because of today, and I don’t want to be mushy or weird, but I started coming here when I was 13 years old and everyone answered every one of my dumb newbie questions patiently. This made me feel welcome and I grew and grew as a programmer and I still am to this day, because they made a kid feel like he could really learn if he wanted to. I just genuinely want to thank the JGO community for always being so helpful and encouraging over the years.

This ranges from the KaiHH to helping our graphics programmer with his special requests regarding JOML, to Cas offering us a hand both with his own experience and wisdom in many fields, to Spasi being so kind as to giving me his contact information in case I have future LWJGL3 questions for its NNGINE integration (and also having a very open and kind attitude about it). There’s plenty of others I’d love to mention as well, but then I’d end up with like a ten page essay, and I’m sure no one wants that. Haha!

But still, on top of that, the other people in this thread are always so kind and say such nice things even when the screenshots I drop in aren’t anything special. It really does a lot for my self confidence as a game/software developer to not have a ton of negativity thrown at you when you try to put your stuff out on the internet. Sure, it may be criticism sometimes, but it’s constructive, useful, and well-intentioned almost every time.

It seems too common that people want to tear each other down senselessly (more than what I remember in the past anyway) on the internet these days, and I feel like the JGO forum is one of the last bastions of what the early internet symbolized in terms of kind and purpose-filled communities. I met one of my best friends ever on here (theagentd) because he reached out and offered to give me OpenGL tips when I was a young, dumb teenager and it’s been a ride every since.

Thanks guys. Seriously. I lurk more than I post, but this is probably my favorite website on the internet.

Also a very special thanks to Riven for keeping the site up and running all these years. I really can’t imagine not being able to lurk around a bit in the morning when I’m drinking my coffee and waiting for my brain to boot up. Haha. This place really is the best.

I can’t wait to re-read this post later and cringe at myself but I felt like it need to be said, no matter how high the corn-levels are. Lol!

But yeah, thanks you guys.

EDIT TL;DR;
Thanks to the power of friendship from JGO, I’ve been able to have some of the most fun a guy could have for nearly seven years on here. Thank you all.

Been practicing web-development.

Rewrote most of my website: http://firstrecon.net/
Has a blog, forum, messaging features, etc. I’ll probably use it as a nice way to document the things I make! The website used to use hardly any CSS; it visually looked similar to what it looks like now, but everything was made via lots of tiny PNG images… :-X

Anyone know any good resources to test against SQL injections? I didn’t use any third party software to design the site, so I don’t know if it’s truly secure. I think it is…