some old things for blam I forgot to post (repost)
LOD test-https://turbowarp.org/492513631?stuck&offscreen&interpolate
light probe test-https://turbowarp.org/527466394?fps=60&stuck&clones=Infinity
tick batch/buffer test(with prediction)-https://turbowarp.org/527467134?fps=60&stuck&clones=Infinity
Next up
This one hurts
Screen space grass=infinite grass
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.
SGI-STRIKE REMASTERED - WEAPON DEMO
Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/
First Shockwave 2 project ever has been remade.
Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)
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.
Death animations and blue torch.
Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless
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