
Got motion blur “working” I say that because even on turbo warp at the lowest blur quality its performance cost is not worth it.
Next up
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
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.
I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.
SGI-STRIKE REMASTERED - WEAPON DEMO
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.
First Shockwave 2 project ever has been remade.
Screen space grass=infinite grass
Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless
Death animations and blue torch.
Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)
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