Lol, It took me a while to figure what that actually said ;D
Tip: Try spacing out the letters, it will probably make it more readable.
NvsZPUnity doesnāt really look good as a title in general. Maybe the project name, but not the title
I already have a game called Ninjas vs Zombie Piratesā¦ this is for the 3d version so NvsZP for the name and Unity for the game version name :point:
How about NvsZP 3D :point:
Imo, it doesnāt make any sense why you have unity on the logo
Nope Unity is more related to the co-op mode
http://s23.postimg.org/41arltvtn/logo_2.png
Edit: The game itself is called Ninjas vs Zombie Pirate - Unity
Way better ;D
Worked on personal game lib.
- Implemented wave data for geometry.
- shadowmap works in transparent textures now.
Example:
Started to theme my website from Scratch (also moving it from Wordpress to Jekyll)
http://puu.sh/dDpwN/10f3b99dfa.png
Also, Iām starting to write my LWJGL Tutorial Series with LWJGL3.
Oh what font is that SHC? Itās very clean.
Oh nice write up. Just a minor correction GLFW is a C library (not C++) and Disruptor is no longer a required dependancy and the jar will be removed from the package soon.
Thanks, corrected it.
Just designed a 404 error page for my website:
http://puu.sh/dF5h3/3255c1b4dc.png
Also wrote second part of my LWJGL Tutorial Series, Window Callbacks.
Got inspired by basil_'s nested noise. :
I pondered, and decided to call it: drought (orā¦ dried smudged clay).
As you can see, this is really powerful stuff. With little effort you get interesting patterns. Itās a fair bit of fine tuning but due to the limited amount of code itās quite manageable. After applying diffuse lighting (simple N dot L) on the generated heightmap you get a good sense of the ātextureā of the material.
PerlinLayer createNoise(int octaves, float range) {
PerlinNoise noise = new PerlinNoise();
noise.offset(
rndm.nextInt(rndmRange),
rndm.nextInt(rndmRange),
rndm.nextInt(rndmRange)
);
return new PerlinLayer(noise, octaves, 1.0f / range);
}
PerlinLayer ridgeTwister = createNoise(4, 512.0f);
PerlinLayer slopeTwisterX = createNoise(8, 48.0f);
PerlinLayer slopeTwisterY = createNoise(8, 48.0f);
PerlinLayer slopeTwisterZ = createNoise(8, 48.0f);
PerlinLayer rollingHills = createNoise(2, 128.0f);
PerlinLayer ridgeCreator = createNoise(4, 256.0f);
PerlinLayer sparseMultiplier = createNoise(4, 256.0f);
float noise(float x, float y) {
float z = PerlinNoiseUI.time;
float dx = slopeTwisterX.getSmooth3D(x, y, z) * 8;
float dy = slopeTwisterY.getSmooth3D(x, y, z) * 16;
float dz = slopeTwisterZ.getSmooth3D(x, y, z) * 1;
x += dx;
y += dy;
z += dz;
float twister = ridgeTwister.getRough3D(x, y, z) * 128;
float ridges = ridgeCreator.getRough3D(x + twister, y - twister, z - twister);
float valleyMultiplier = (0.5f + 0.5f * sparseMultiplier.getRough3D(x, y, z));
return ridges * valleyMultiplier + rollingHills.getSmooth3D(x, y, z) * 0.33f;
}
To give you a sense of the performance: a 512*512 map takes 175ms to render on my crappy workstation, using Java2D, performing noise calculations on the CPU.
EDIT: MESSED UP
Just fixed the libgdx controller button mapping for a PS3 controller and I couldnāt find it anywhere on the internet so I decided to post here for future refference: (tested on nyko controller):
import com.badlogic.gdx.controllers.PovDirection;
// This code was modified for PS3 Controllers from http://www.java-gaming.org/index.php?topic=29223.0
// With thanks that is!
public class PS3Pad
{
public static final int BUTTON_X = 2;
public static final int BUTTON_O = 1;
public static final int BUTTON_TRI = 0;
public static final int BUTTON_SQR = 3;
public static final int BUTTON_SELECT = 8;
public static final int BUTTON_START = 9;
public static final PovDirection BUTTON_DPAD_UP = PovDirection.north;
public static final PovDirection BUTTON_DPAD_DOWN = PovDirection.south;
public static final PovDirection BUTTON_DPAD_RIGHT = PovDirection.east;
public static final PovDirection BUTTON_DPAD_LEFT = PovDirection.west;
public static final int BUTTON_LB = 4;
public static final int BUTTON_L3 = 8;//unknown / untested
public static final int BUTTON_RB = 5;
public static final int BUTTON_R3 = 9;//unknown / untested
public static final int AXIS_LEFT_X = 1; //-1 is left | +1 is right ; actually right stick
public static final int AXIS_LEFT_Y = 0; //-1 is up | +1 is down ; actually right stick
public static final int BUTTON_LEFT_TRIGGER = 6; //value 0 to 1f
public static final int AXIS_RIGHT_X = 3; //-1 is left | +1 is right ; actually left stick
public static final int AXIS_RIGHT_Y = 2; //-1 is up | +1 is down ; actually left stick
public static final int BUTTON_RIGHT_TRIGGER = 7; //value 0 to -1f
}
Am I able to use that?
I have been needing someone to map out a PS controllerā¦
Domain deformation. Nice picture BTW.
Yep, wouldnāt post it otherwise