I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.
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
Screen space grass=infinite grass
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.
Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/
Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)
This one hurts
Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless
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.
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/
crap they found me.
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