What I did today

Started working on textures for my game.

Tell me what you think!

(Shrunk version (incomplete (first texture I’ve made)))

Drew this while waiting for my replacement HDD to arrive.

Wow I’m learning to draw… ::slight_smile:

You’re drawing with your brain
Imgur

Ugh, Im going to dig out an old laptop over my holidays and learn to write kernels , should be fun. Ill share the results , and the crashes ofc

u the next Linus Torvalds?.. :wink:

If so, I’ll wait for the next Git and the next Kubuntu.

or how to hold a hunters rifle :slight_smile: … that’s gonna hurt

Googled “java infinite biomes” because i wanted to know how to implement that fully, and well this was the first result: http://www.java-gaming.org/index.php?topic=31568.0

Didn’t help me at all cause that’s what i posted over a year ago :smiley: useless but somehow funny

That’s how you hold a bazooka or a rocket launcher, not a rifle :smiley:

After seeing that rifleman picture I smiled happily that I live in country where every man goes to army.

Implemented ship on ship collision into my game , with proper physics (IKR). Not an actual demo yet still just debug , ill share a little more when I actually have it fully functional and can show the utter destruction :persecutioncomplex:
Anyway for now enjoy this little escape ship. Thanks to liquid nitrogen for redoing my sprites!

Got a really good laugh out of this: http://upload.wikimedia.org/wikipedia/commons/1/1b/Linux_Distribution_Timeline.svg

Thats why open source publically made os’s are horrendous to manage ugh.

It’s funny that the graph doesn’t include Android which is the most recognised brand and has the biggest install-base.
Perhaps Android is not included because it doesn’t use GNU’s GPL’ed software. Though it is based on the linux kernel.

So apparently Ubuntu Christian Edition and Ubuntu Satanic Edition both exist ???.

finished another round on ssao, this time not just depth-darknening based on the depth buffer but also on normals, projections and whatnots.

have a dragon :slight_smile: … solid color -> +ssao -> +vertex-ao

also made it use MSAA. using the blitted linear-depth buffer is good enough most time but sometimes you get this ugly dark outlines along msaa-edges. averaging RG packed normals in a msaa buffer is just not working :wink: :

using msaa :

plain :

with msaa :

looking into HBAO next :slight_smile:

o/

Dual-boot both and confuse people. Or do a two-face thing and flip a coin every time you boot to decide which one you’re going to use.

This (2):

https://dl.dropboxusercontent.com/u/1668516/shots/quests/shot2.png

Cheers,

Kev

Learning about raycasting

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EDIT: This was done using a 2D game library

Have you seen this? http://www.playfuljs.com/a-first-person-engine-in-265-lines/