YouGroove Posted February 17, 2014 Author Posted February 17, 2014 That's what i did already. I had just to remove the create sphere that was first version of code before i made a bullet prefab, a sphere in Blender and it's script. Quote Stop toying and make games
YouGroove Posted February 17, 2014 Author Posted February 17, 2014 No bloom , let's try toon effect with custom values. @Shadmar : Your effect is great. I would suggest to add an important line with a parameter that impacts a lot how you want toon effect : //Modulate steps in 0.1 scene.rgb -= mod(scene.rgb,modulateStep); I added my own fixe float : modulateStep Because it cna change a lot how much you want color dither or not. Quote Stop toying and make games
Josh Posted February 18, 2014 Posted February 18, 2014 Calling Entity::Instance() will generally be fast enough for real-time use. Entity::Copy() should not be used in the game loop. A pool of entities will be slightly faster than calling Entity::Instance(), since nothing needs to be allocated. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
YouGroove Posted February 18, 2014 Author Posted February 18, 2014 Shadmar's Bloom in action : sweet 1 Quote Stop toying and make games
Josh Posted February 18, 2014 Posted February 18, 2014 You might consider adding a point light to those bullets, but just set their shadow mode to 0. It would probably look pretty good. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
YouGroove Posted February 19, 2014 Author Posted February 19, 2014 Super Bloom again, make scene more unified and looks so good in arcade games Quote Stop toying and make games
YouGroove Posted February 19, 2014 Author Posted February 19, 2014 Bullets with a point light as prefab, looks good, but unplayable. (Bullet model was scaled manually before) Quote Stop toying and make games
X54321 Posted March 11, 2014 Posted March 11, 2014 I revamped some of the art assets, and I threw in a jetpack (because why not!) 5 Quote
shadmar Posted March 11, 2014 Posted March 11, 2014 Power of perlin noise, calculated in real time on the gpu using Leadwerks 3. (big *** picture) 7 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
ESP Posted March 11, 2014 Posted March 11, 2014 More Perlin please..... Quote Programmer , Intel Quad core, NVIDIA GeForce GT 220, Windows 7 Pro, Galaxy Tab 2 ( 7" and 10"), LE2,LE3,3DWS
Josh Posted March 12, 2014 Posted March 12, 2014 Power of perlin noise, calculated in real time on the gpu using Leadwerks 3. (big *** picture) That's actually brilliant. You don't have to worry about texture resolution at all and always have perfect resolution, regardless of how close you are to the surface. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
xtreampb Posted March 14, 2014 Posted March 14, 2014 how do you do this shad? Quote bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post!
BES Posted March 14, 2014 Posted March 14, 2014 Power of perlin noise, calculated in real time on the gpu using Leadwerks 3. (big *** picture) Nice job..looks good. My recent creation : http://www.pasteall.org/pic/show.php?id=68250 1 Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine
shadmar Posted March 14, 2014 Posted March 14, 2014 My recent creation : http://www.pasteall.org/pic/show.php?id=68250 That looks great BES, I'm about to start on atmosphere worlds aswell Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
X54321 Posted March 18, 2014 Posted March 18, 2014 I wanted to make it look more like Doom, so I made the resolution really small. It really only works in full-screen, but the results are delicious. 1 Quote
Josh Posted March 18, 2014 Posted March 18, 2014 I wanted to make it look more like Doom, so I made the resolution really small. It really only works in full-screen, but the results are delicious. I'd like to see this make use of the real-time shadows and maybe tessellation for some of those pixelated surfaces. That would be a really interesting retro take on modern graphics. What if all those nice brick surfaces were popping out of the walls? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Michael_J Posted March 19, 2014 Posted March 19, 2014 Slowly starting to get things on screen. This is a hangar interior (lots of missing geo not yet exported thus causing holes and inconsistent shadow mapping) with a diffuse-only shader and a single light source: 9 Quote --"There is no spoon"
Michael_J Posted March 22, 2014 Posted March 22, 2014 Now have ship exteriors loading and instantiating. Primary elements of a pre-Alpha station exterior with diffuse-only shader: Next up: collision setup... 12 Quote --"There is no spoon"
YouGroove Posted April 1, 2014 Author Posted April 1, 2014 Only begin of level for now In the works : Darkness Awaits 2 (means Leadwerks 3.1) small demo for PC (like 3.0 will be included in LE3 package) This is 3D tiles models for floor/walls , the decorative and other objects are simple models, and some with simple invisible collision shapes. I used Bloom effect with strong parameters, and Bloom effect on alpha map facing camera for the blue Lamp effect Tools used for room making : - 3D coat for all sculpting - CGTextures for stone textures and other textures materials - Gimp 2 For the main character and NPC as discussed with Josh , this will be some talented character artists that will make a custom hero and some monster type (sculpted/painted/animated),and for scripting part , it's to be determined. If i have more free time , i'll try to begin some blog on the making off with 3D coat, modular 3D tiles making, photo textures use and modification. ---------------------------- EDIT : Good April joke. It seems nobody fallen in it ? 4 Quote Stop toying and make games
shadmar Posted April 1, 2014 Posted April 1, 2014 That is an awesome scene! Nice work! (or joke) Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
BES Posted April 1, 2014 Posted April 1, 2014 http://www.pasteall.org/pic/show.php?id=69195 Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine
Guppy Posted April 1, 2014 Posted April 1, 2014 http://www.pasteall.org/pic/show.php?id=69195 Planet Finland? Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k
BES Posted April 1, 2014 Posted April 1, 2014 Planet Finland? Funny ...but no ... its "Planet Z" ..atm ...since that is what I called the custom shader. Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine
Einlander Posted April 2, 2014 Posted April 2, 2014 It was an April fools joke? Why not make it for real, or make an impromptu Leadwerks game dev jam where people make their own version of Darkness awaits? You just need to set a timeline and foals and objectives that must be in the game. It would allow new Leadwerks users to see how everyone can have the same idea and follow through differently to get a different outcome. Quote
Michael_J Posted April 3, 2014 Posted April 3, 2014 Here's a quick shot showing a single example of how docked ships get loaded and positioned at the docking stall they were last recorded as being at. Obviously missing lots of art--in the process of converting files now. But, you get the idea 2 Quote --"There is no spoon"
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