What are you working on currently? [2016]

Made a tiger today!
http://i.imgur.com/haq3HUG.gif

I started it this morning :open_mouth: Making a new animal each day might drive me insane xD

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Made this with the upcoming sound update.
I love it so much.
Other than visualizer effects, I can use this update to do some neat stuff with scripted events and audio.

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That looks great! :smiley:

Tonight, on Greg’s late night project.

Roblox terrain, generated with several layers of perlin noise.
5 layers, to be exact.
4 control the altitude of the terrain, and 1 for the forest mapping.
to do: trees

2 Likes

Wow! Interesting! :open_mouth:

Should try doing an audio spectrum :slight_smile: would be really neat. I like this one already, but I feel that the outward going visualisation is a bit strange.

Also for people wondering; Pegboard Nerds - Disconnected :slight_smile:

2nd Installment of BlockOps, kind of rushed in to show you guys the updates i’ve made.
Disclaimer, i have a worse mic than i did before.
Again, gun is placeholder.

And this is about 22 collective hours of development on this project. I measure it by the hours :stuck_out_tongue:

(Also i know im using the term parkour very loosely lmao)

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Hinga Dinga Durgen!

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It’s a bit odd that the gun’s sights don’t center with the camera/mouse. They’re below it a bit. Same goes with idle pose. The gun seems too low to look like it’d actually shoot where your mouse is.

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Made a mech thing

Someone’s coding this later.

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I know, it is too low. Everything you see in the video is subject to change, and is only prototyped as of yet :slightly_smiling_face:
I understand the faults of what is currently in the video (and what’s not in the video) and rest assured, those faults will not be present in the final product.

Alright just trying to help. Good luck!

ik thanks :stuck_out_tongue:

About to upload the new ragdolls to Kinetic Code. Left is old, right is new. This is just the skeleton (it’s invisible in-game and the armor plating is applied over it. Nobody sees these grey models). The result is better ragdolling in general (you can see I used hinge instead of ballsocket in certain joints) and better performance (Unions are always weird, even when i set CF to Box they take 5ever to clone).

Thanks to roblox’s new contraint plugin creator thing this only took like 30 min or so. Coding it into the game took like an hour but was so worth it (I get another performance benefit because I decided to just clone the attachments/joints into the current character rigs rather than delete the character rig, pose the dummy how the character was posed, then apply plating and unanchor it all).





More examples how how hinges are better for certain joints. Blue = new model. Purple = old:


I love exaggerated deaths :smiley:

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Its been awhile since I’ve made an update on my HTC Vive stuff, but I think the wait should have been worthwhile.

I got my HTC Vive VR stuff to work in multiplayer. Now you can experience what its like to be a robloxian in VR, alongside your friends who may not have VR.

There is A LOT of technical stuff going on here, so if you want to read into it more, I put it into a spoiler.
Most of what was tricky in this case, was the laser HandleAdornment stuff.

Doing this required me to port the game over to FilteringEnabled, so that I could make adjustments on the serverside (so that the character wasn’t hovering, and the character’s arms wouldn’t pop out of its socket)

Handling the laser adornees was a funky challenge.
In order to make them as dynamic as I wanted them to be, I had to setup an object pool of HandleAdornments. The object pool is basically a bunch of weak table references to objects that I have recycled. During each frame, I calculate how many LineHandleAdornments I actually need, and then I ‘‘allocate’’ them for usage.

Its kinda hard to explain what I mean by ‘‘allocate’’ in this case, but I’ll try:

  • I have a library that allows me to recycle objects into a weak-reference table. If I’m not using those objects, I dump them into there so that I might not have to remake more later.

  • When I call the Allocate function in this library, it takes three parameters:
    • The type of object
    • How many of them I need
    • Where they will get parented

  • Allocate essentially tells my recycling bin that “We need # many objects. It doesn’t matter where they came from, they just need to be parented to this object”
    • If there are objects of the requested type that already exist in the parent, they are added to the allocation list
    • If there are too many objects of the requested type that exist in the parent, then I recycle the rest of those objects into the object pool.
    • If there aren’t enough objects in the parent, then I attempt to pull objects from the recycling bin that haven’t been garbage collected yet. If the recycling bin becomes empty, then I have to create a new Instance.

  • This is ultimately the most optimal way to go about with redrawing the laser each frame, that isn’t stressful on ROBLOX’s LuaBridge, or isn’t some straight forward ugly hack.

As for replicating the lasers across the server/client boundary, things get a little bit weirder.

I basically had to set up this “replication packet” system (which isn’t as nearly complicated as it sounds), where I put a Folder into this “LaserBin” folder located in the ReplicatedStorage, telling other clients where the laser is being emitted from, what type of laser it is, and if it’s direction and length is determined by an object being held. The clients handle the arc raycasting and visual state, relative to their perception of the object the laser is attached to.

Beyond that, its fairly straight forward. I send CFrame updates from the client to the server with a RemoteEvent, and I reused my filtering enabled input system from The Stalker: Reborn.

This video was filmed using two game clients running simultaneously on my PC. I had one running in the normal client with SteamVR, and the other running on my alt using the Windows 10 App (with the camera perspective set to my VR character).

I’m not sure what I want to do with this yet, but the framework is uncopylocked if anyone with an HTC Vive wants to mess with it.

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THIS. IS. SPAR- oh, wait. i forgot. no memes allowed…
looks cool tho

meanwhile, i made… more terrain

all made with pure, uncut, Columbian math.

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If you’re interested in making a cartoon game on ROBLOX anytime, feel free to use my new and improved lighting! :slight_smile:

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I’ve been reworking Brutal’s Framework so I can get some Serious (sam) multiplayer happening in the future!
For the moment, its just some really basic - but fun - deathmatch :smiley:

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Looks like you put that tree design to good use :smiley:

This better be a Survival x0x game! That franchise is long-overdue for a reboot :P