RPK
Scholar
- Joined
- Apr 25, 2017
- Messages
- 359
looks good!
looks good!
Do you make these game assets yourself, or do you buy/commission them?
Seeing these outdoor areas of the game makes me more interested! That brings up another point with your trailer, you should definitely have a variation of areas so that people don't think the entire game takes place in dungeons!
I could have like a photo montage at the end of it.Seeing these outdoor areas of the game makes me more interested! That brings up another point with your trailer, you should definitely have a variation of areas so that people don't think the entire game takes place in dungeons!
I bought the assets myself.Do you make these game assets yourself, or do you buy/commission them?
What engine is that?I rewrote the lightmap code hoping to make it faster. It isn't faster, but I know how to make it so by reducing the amount of draw calls.
View attachment 40493
Before working any further on lighting, I'm going to write a batch sprite renderer that uses all texture indexes, rather than rebinding texture unit 0 all the time.
My own.What engine is that?
I mean, whats the engine written on, etc?My own.What engine is that?
Apparently lightmap of size 8192x8192 is too big and that was the real cause of the slowness.
C++20/23, Magnum framework, imgui, nlohmann_json (to be replaced with a Lisp reader), sdl2, fmtlib. Got Github CI for running unit tests under xvfb.I mean, whats the engine written on, etc?
Unit...tests...C++20/23, Magnum framework, imgui, nlohmann_json (to be replaced with a Lisp reader), sdl2, fmtlib. Got Github CI for running unit tests under xvfb.I mean, whats the engine written on, etc?
If you want to see the code, send a PM (and don't share my repo or username).
Right now it's for things like loading saves and iterating world objects. But I'm going to add real ingame tests with synthetic input once there's any game logic to begin with.Unit...tests...
That kind of implies you have the whole thing spec'd out if you can write tests.Right now it's for things like loading saves and iterating world objects. But I'm going to add real ingame tests with synthetic input once there's any game logic to begin with.Unit...tests...
if you find yourself wanting to tweak or even make new animations, you should check this out. it's surprisingly easy to use and runs right in the unity editor. https://assetstore.unity.com/packages/tools/animation/umotion-pro-animation-editor-95991 even a grognard like me who can barely get Blender to run can use it.I bought the assets myself.Do you make these game assets yourself, or do you buy/commission them?
Those are 3rd party assets, with a few tweaks I did myself and help I got from an artist, for things like animations and adjustments.
Ah now thats useful. I only use Unity for image generation purposes like anim capture. Blender is too difficult for me so far.if you find yourself wanting to tweak or even make new animations, you should check this out. it's surprisingly easy to use and runs right in the unity editor. https://assetstore.unity.com/packages/tools/animation/umotion-pro-animation-editor-95991 even a grognard like me who can barely get Blender to run can use it.I bought the assets myself.Do you make these game assets yourself, or do you buy/commission them?
Those are 3rd party assets, with a few tweaks I did myself and help I got from an artist, for things like animations and adjustments.
I really like it. you select (or create) a key frame and then use the standard unity manipulation tools like the rotate and move widgets to tell the tool where you want each joint to be at that time in the animation and voila, you're done.Ah now thats useful. I only use Unity for image generation purposes like anim capture. Blender is too difficult for me so far.if you find yourself wanting to tweak or even make new animations, you should check this out. it's surprisingly easy to use and runs right in the unity editor. https://assetstore.unity.com/packages/tools/animation/umotion-pro-animation-editor-95991 even a grognard like me who can barely get Blender to run can use it.I bought the assets myself.Do you make these game assets yourself, or do you buy/commission them?
Those are 3rd party assets, with a few tweaks I did myself and help I got from an artist, for things like animations and adjustments.
Can you bake that into sprites or export into Blender for that purpose?I really like it. you select (or create) a key frame and then use the standard unity manipulation tools like the rotate and move widgets to tell the tool where you want each joint to be at that time in the animation and voila, you're done.
obviously it takes a little time to make the animations not look like crap and your first few attempts WILL look like crap, but it's kind of fun to play around with and you can make acceptable results pretty quickly.
Can you bake that into sprites or export into Blender for that purpose?I really like it. you select (or create) a key frame and then use the standard unity manipulation tools like the rotate and move widgets to tell the tool where you want each joint to be at that time in the animation and voila, you're done.
obviously it takes a little time to make the animations not look like crap and your first few attempts WILL look like crap, but it's kind of fun to play around with and you can make acceptable results pretty quickly.
Never heard of it, but it looks coolHow about modeling in Wings 3D? That program is so simple even I can understand it.
I always learned by doing. If a program requires actually reading a manual, something's wrong with it.