Jump to content

What are you working on :


YouGroove
 Share

Recommended Posts

You people are awesome. Great work.

Revisiting my ultra-low poly game idea and just working on some assets at the moment.

post-12238-0-05320400-1453854837_thumb.png

post-12238-0-50416400-1453854849_thumb.png

post-12238-0-01353200-1453854864_thumb.png

  • Upvote 1

Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam).

Link to comment
Share on other sites

Trying to remake an old game I wrote in DBPro. It's based on the Cube (1997) movie. The prefab texture issue is giving me a real headache. I will need to put this aside since the textures can get screwed up even by simply reloading the map. sad.png

 

http://images.akamai.steamusercontent.com/ugc/368535525664117679/945A57903FF3FB8C98293327A16B6A2B2EE52BDF/

  • Upvote 3

Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)

Link to comment
Share on other sites

2D Karl! Today finished with optimization, should work even Tetris.

1606 sprites! One sprite 6 vertex 2 triangle.

 

This is my simple 2D "engine", I may be selling it for $1.000.000, and buy a graphics card for Leadwerks Engine smile.png.

 

Need your help in testing. I want to make sure that not only works for me.

 

Camera move:

Up

Down

Left

Right

 

Hit Escape key to exit

 

System requirements:

Graphic card with support OpenGL 3.3 and shader model 3.0

 

Download

Release 2D Engine.zip

post-13485-0-00127900-1454326895_thumb.png

Link to comment
Share on other sites

Shouldn't it be 4 vertex 2 triangle? You would re-use a couple of vertices.

 

Looks good btw!

I'll give it a test

 

Yes, you are absolutly right. But I do not know for what reason I do not make the indexesph34r.png.

 

Thanks for test Brutile!

The error due to lack of microsoft visual c++ 2015 redistributable.

 

Update:

Added ebo smile.png

const float rect[] =
{
 x, y, 0.0f, 0.0f, 0.0f,
 x + width, y, 0.0f, 1.0f, 0.0f,
 x, y + height, 0.0f, 0.0f, 1.0f,
 //x, y + height, 0.0f, 0.0f, 1.0f,
 //x + width, y, 0.0f, 1.0f, 0.0f,
 x + width, y + height, 0.0f, 1.0f, 1.0f
};
GLuint elements[] = {
 0, 1, 2,
 2, 1, 3
};

Link to comment
Share on other sites

Trying to remake an old game I wrote in DBPro. It's based on the Cube (1997) movie. The prefab texture issue is giving me a real headache. I will need to put this aside since the textures can get screwed up even by simply reloading the map. sad.png

 

http://images.akamai.steamusercontent.com/ugc/368535525664117679/945A57903FF3FB8C98293327A16B6A2B2EE52BDF/

 

As a fan of this film since release I applaud this idea and can't wait to see how it develops.

  • Upvote 1
Link to comment
Share on other sites

  • 1 month later...

Today I decided to work on a remake of a popular map that was included in a cult-classic game:

 

Cq1Ox22.png

 

Name that map! tongue.png

 

It's just stock textures and the stock FPS player for now, but I hope to make this into a cool shooting game someday.

And yes: my intention is to remake the entire map! In all of it's Leadwerks 4.0 glory!

 

-Edit- This version is complete:

u5sXKBG.png

Link to comment
Share on other sites

Some very early work, showing the top floor/entrance to a small "sub-environment" of a zone in a game project I'm (slowly) working on. Just wanted to see how it might look in-engine, for scale. Seems a tad on the large side, now, but that's 'cause it's empty. There'll be more "breaking it up" when it's complete.

post-2130-0-27656800-1459009852_thumb.png

post-2130-0-56149100-1459009963_thumb.png

Link to comment
Share on other sites

A nifty video clip of running around in the environment I showed a couple posts back, with a very rough and ugly texturing job. Didn't want it to just look like rock everywhere. Need to work on how I want to texture these large set pieces for the final version. I'd like to use a vertex-blended multitexture approach; which I assume can be done with a shader, though I don't know if one exists, yet. That approach would allow for much better texture resolution.

 

I know it's not much to look at, but thought I'd share it anyway.

 

https://www.youtube.com/watch?v=qVBl8q1-R3s

Link to comment
Share on other sites

SD exported metals (courtesy of ScrotieFlapWack), silver,copper,steel mats rendered in LE

I will call them metal and gloss shaders, even tho they look like PBR they are not doing all the energy conservation stuff, only the gloss and reflection + ambient from cubemaps and fresnel term.

 

Reflection and specular reflection/gloss are blurred/spread based on roughness map.

Amount of environment reflection are based on metalness map.

 

metals.JPG

 

SD mats originally rendered in SD looked like this:

post-747-0-68078700-1459286668_thumb.png

post-747-0-94182700-1459286687_thumb.png

post-747-0-43726400-1459286704_thumb.png

  • Upvote 12

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

Link to comment
Share on other sites

It could work if it was possible to do a one time build on command, but the save function is commented out in the library. The next best thing is to do what you suggested way back, and then do something to tell the shader to use that cubemap instead.

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

If you like my work, consider supporting me on Patreon!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...