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
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/
Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless
Screen space grass=infinite grass
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.
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.
Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/
Gestalt: A Story driven 3D Turn-Based RPG inspired by HSR
I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.
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