3 years ago

crap they found me.




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Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)

This one hurts

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/

Skeletal sprites https://turbowarp.org/660372392?fps=60. Works great but still much to be done. missing: correct roll, costume switching to match view, animations, optimizations.

Screen space grass=infinite grass

Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/

I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.

https://turbowarp.org/707372363/editor?fps=240&hqpen

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.

Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless

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