
As a bit of an update the Blam engine is running well. Recently added keyed camera animations. Still to come is geometry collections, collision collections, particle systems, AI, and physics objects.
Next up
One step at a time (engine state update)
Statics in blam have been completed.
Next on the todo list before a demo release is dynamics, physics, menu(what you see is an old version that is currently being rewritten), and first person animation system.
I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.
Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)
SGI-STRIKE REMASTERED - WEAPON DEMO
Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless
First Shockwave 2 project ever has been remade.
Test to make efficient 3D physics using verlet integration. Can potentially do cloth and rope sims. (no collision yet) https://scratch.mit.edu/projects/850207918/
I have been experimenting with verlet physics for some time and recently though I would try to test a full verlet vehicle. Results are fantastic though for some reason its og d7. sorry https://turbowarp.org/745724736?interpolate&hqpen
Gestalt: A Story driven 3D Turn-Based RPG inspired by HSR
Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/
5 comments