Angelwolf Posted January 17, 2016 Posted January 17, 2016 They're amazing screenshots, well done on your progress! 1 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P)
Eldrethalas Posted January 24, 2016 Posted January 24, 2016 My first scene ever ^^ it isnt look that good i know because i dont have many models just using workshop and I dont know where else can I get models. Quote
ocean Posted January 27, 2016 Posted January 27, 2016 You people are awesome. Great work. Revisiting my ultra-low poly game idea and just working on some assets at the moment. 1 Quote Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam).
Olby Posted January 27, 2016 Posted January 27, 2016 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. http://images.akamai.steamusercontent.com/ugc/368535525664117679/945A57903FF3FB8C98293327A16B6A2B2EE52BDF/ 3 Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)
Eldrethalas Posted January 27, 2016 Posted January 27, 2016 first image is a room in upper facility which im working on and the second is the dark horrors beneath http://imgur.com/a/5fjdb btw, i know my torches problem heh working on it. Quote
IgorBgz90 Posted February 1, 2016 Posted February 1, 2016 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 . 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 Quote
Brutile Posted February 1, 2016 Posted February 1, 2016 One sprite 6 vertex 2 triangle. 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 Quote
Brutile Posted February 1, 2016 Posted February 1, 2016 Need your help in testing. I want to make sure that not only works for me. 2D Engine.exe - System Error The program can't start because MSVCP140.dll is missing from your computer. Try reinstalling the program to fix this problem. Quote
IgorBgz90 Posted February 1, 2016 Posted February 1, 2016 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 indexes. Thanks for test Brutile! The error due to lack of microsoft visual c++ 2015 redistributable. Update: Added ebo 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 }; Quote
Angelwolf Posted February 7, 2016 Posted February 7, 2016 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. 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. 1 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P)
Mattline1 Posted March 18, 2016 Posted March 18, 2016 I love these kinds of threads, its always interesting to see the small projects people are working on. Here's my contribution, I've been carrying on working on PBR and thought it'd be nice to show it off with Crytek's Sponza. 2 Quote Website Twitter
Wolfieboy Posted March 23, 2016 Posted March 23, 2016 Today I decided to work on a remake of a popular map that was included in a cult-classic game: Name that map! 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: Quote
Olby Posted March 23, 2016 Posted March 23, 2016 Quake? Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)
Wolfieboy Posted March 23, 2016 Posted March 23, 2016 Quake? Yes. If you also know the name of the map, you get a cookie! Quote
Wolfsong73 Posted March 26, 2016 Posted March 26, 2016 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. Quote
Jazz Posted March 26, 2016 Posted March 26, 2016 Played a bit more with ragdolls. 1 Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060
Wolfsong73 Posted March 27, 2016 Posted March 27, 2016 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 Quote
shadmar Posted March 29, 2016 Posted March 29, 2016 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. SD mats originally rendered in SD looked like this: 12 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
shadmar Posted March 30, 2016 Posted March 30, 2016 Non metals like wood plastic and brick (courtesy of tjheldna): 4 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
shadmar Posted March 30, 2016 Posted March 30, 2016 And the SD renders: 7 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
reepblue Posted March 30, 2016 Posted March 30, 2016 Amazing Shadmar! Integrate Matt's cubemap building code for accurate cubemaps and this will be perfect! Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
shadmar Posted March 31, 2016 Posted March 31, 2016 If you want to render your scene 6 times to get some super accurate reflections be my guest, but I'm not doing that :-) I think pre-rendered cubemaps are still the most used method. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
reepblue Posted March 31, 2016 Posted March 31, 2016 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. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
shadmar Posted March 31, 2016 Posted March 31, 2016 You just gave me an idea! 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
reepblue Posted April 6, 2016 Posted April 6, 2016 Source engine like cubemap generation! 4 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
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