What I did today

Adding one yellow button to chest does not make it your own art. Shame.

The yellow chest its from blender
The texture is the some on the front and different on the back and the model its mine!
Anyway the image its a concept and not a texture of any game
EDIT: Anyway i will change the texture right now

Doesn’t matter if you remade it from scratch. To anyone else, including lawyers, it looks identical.

I will create another texture

Went for a ride in the back garden:

http://s26.postimg.org/simn4zpe0/20150110_135837.jpg

It was frikkin’ freezing lol.

Holy moly. I would have liked to go with you on that tour!

It was good, however I left the house with shorts on and my waterproof trousers in the bag, although it did not rain/snow on the way up…I could not feel my legs by the time I got there lol. Then it started to snow, heavily. Luckily I had goggles and full face helmet to keep me warm.

Added generation of flat normals and smoothing normals for my mesh loading class. Working on generating tangents next

I didnt notice a trivial mistake in my code , 3 hours later I was ready to throw it against a wall then suddenly a null pointer pops up whats that im calling a specific function not the object I want to >:(

Populated the last remaining town and the monastery with NPCs. The game now contains 38 NPCs (might go up to 40+ when it’s done) but a lot of them serve no purpose ATM.
Now i either have to start to build more dungeons or design some side quests…hmm…

New Texture

Ahahaha, man. You are so funny.

Haven’t coded in a while, because of exams.

Today I created a nice look by smoothing out the landscape. It works wonders on rolling hills and beaches, not only graphically but running over the landscape is also a better “experience”. Here is a before and after:

Before:

http://stateoffortune.com/pictures/screenshots/alpha1/zigzagbeach.png

After:

http://stateoffortune.com/pictures/screenshots/alpha1/smoothbeach.png

I’m satisfied with the results, but I’m biased :slight_smile:

Mike

I was wondering when you were going to smooth out that water line! Very nice job Mike!
How did you do it?

It was actually a lot easier than I first imagined. I always thought that I had to add more vertices to create the effect, which I didn’t want to do due to performance reasons. I was messing with it for about an hour yesterday and came up with the above results.

What I did was to change “getHeight(x, y)” to return an average height of the tile and the 8 tiles around it when the camera is within 300 units/meters (which is plenty enough, any more than that and the landscape is LOD’ed anyway). The function then makes sure that a single corner doesn’t change more than 0.125 units/meters in either direction, to still give you feedback when altering the landscape. A tile is normally raised/lowered 0.25 units/meters with each mouse click.

Considering the amount of medals I would say that it was a success :slight_smile:

Mike

It looks sexy man, good job!

I thought I should post some stuff I have been doing lately :stuck_out_tongue:

  • Basic networked encryption and salting/hashing a password for checking login
  • Client-server connection with keep-alive packets and login/registration/logout and secret unique id’s to recognize each client
  • GLEngine object that handles all font rendering, transformations, vertex buffer objects, and textures so that no resource is lost and everything is rendered with minimal memory use

CopyableCougar4

Looks much better than before!
Although there is one thing I would suggest, simply using linear interpolation to transition from grass to sand looks kinda… boring? When you look at an actual image of a beach the has grass edges, it really doesn’t just kinda fade but nor is there a sharp border. It kinda ends, then you see patches of grass inwards to the shore a little bit. For example:

A dev of Titan Quest created a blog post detailing how to make this really nice here

I have been working on implementing multiple ships and their relative handlers , I have also being implementing sub tiles which are like corner tiles or airlocks , they can reside on top of other specific tiles.
I must say I am proud of my tile selection code , it scans the 2d map of tiles for tiles with >0 values , if none are found then it generates a spawn and sets that tile value as curr_ship which is = 1 , from this it then “infects” other horizontal and vertical tiles until it hits space at that point the infection is stopped , by doing this all tiles nearby are “infected” and it also stops multiple check calls and instead only checks those tiles of which need checking. After this is then checks the map again seeing if any tiles are still 0 value , if so it checks the tiles and adds them , if one is modified it scans again to see if any are left if they are then it iterates again. If at this point none are modified then a new ship is generated and it iterates over those tiles.

Started working on some models for my game!

Waiting on my Wacom pad to start painting. A have a background in art. However, it will take awhile for me to get used to it. Since I’m going for a cartoony style when my style is realistic portaits.