Obligatory thing to try out whenever you make a custom gravity tech showcase:
It seems a little unstable around anything that moves with physics or running around objects with thin edges, but overall it’s pretty cool
Obligatory thing to try out whenever you make a custom gravity tech showcase:
It seems a little unstable around anything that moves with physics or running around objects with thin edges, but overall it’s pretty cool
tell me where to play this
Yeah, I have a lot of smoothing things out to do. Thin edges are unstable from relying too heavily on ray casts. I need to add volume collision to the mix. Character-character interaction is the harder problem, partly from distributed physics lag, but mostly because two things trying to simultaneously and independently orient to each other creates inherently unstable feedback loops.
Just released a new game I’ve been working on the past couple of months with HenryDev! Come check it and point out bugs we missed:
Edit: I believe we’re the first game with R15 NPCs, which is cool.
Rough layout for a map idea for one of my several projects rip
There’s no detail yet but it’s making progress
##How It Works
raycast -> pixel data -> P6 PPM format -> base64 -> split data into several scripts and set source (script Source set can only have limited # of characters) -> save all scripts as rbxmx -> use Node.js program to parse rbxmx model and concat scripts -> decode base64 -> save as PPM file. Then I load into GIMP and save as PNG for good compression
Only takes a couple minutes to generate.
EDIT: Here’s a huge (3840x3840 pixel) image (also with trees now!) http://i.imgur.com/LehROES.png
i think @Tomarty made a thing for his game that used screenshots to create a map a while back.
but, it looks like yours also includes elevation, which is nice
Literally smartest thing I have ever seen for making maps. I’ve always just drawn them on an outside program just using my eye to see if it lines up and say, “Ahh, close enough.” This is amazing!
Release pls
That’s cool. And it makes me want to see what kind of pixel art you’d get if you sent the rays in other directions than (0,-1,0), like using (-1,-1,-1) for an isometric projection. And why stop there: you’ve got the normals to dot product with the sun direction to do shading and specular highlights I bet no one expects to see Roblox ray casts used to make a raytracing renderer.
Reminds me of a camera plugin I made last year. Instead of crazy file output nonsense I just outputted the png as guis on the screen and took a screenshot. It supports shadows, dynamic lights/shadows, true reflections, AA, ambient lighting, all sorts of stuff.
Here’s a top-down of a section of chaos canyon:
In my plugin the camera is defined by a brick that you position. As you move the brick around it automatically builds a low quality preview of your image in real time:
https://i.gyazo.com/888980a7f86549f7561860699d932947.mp4
You can resize the brick the change the image size and you can even rotate it to change the perspective
https://i.gyazo.com/329facc395b06c113c49148e48c065a6.mp4
Result:
By default the camera is isometric, but you can change the FOV, and that lets you make nice perspective images
I wish there was an easy way to render a skybox
OK, that is just awesome.
I was pretty low profile these past weeks, but in the coming days I’m planning on becoming a lot more public with our progress. So alas, I introduce my new, upcoming game: Not Enough Minerals! (yes, the name’s a reference from a certain Korean multiplayer strategy game).
Gun system
Posted a few days back, but the animation was extremely laggy for some reason. So here’s a better version of it!
Map
Nothing too complicated but nothing too empty. I’ll probably end up having different, randomized maps per sever, but that’s obviously an idea for post-release.
Buyable items (buildings)
"Sure, but why ‘Minerals’?"
Item placement
What’s old: I already showed off the grid placement system.
What’s new: As you can see in the animation above, I can rotate buildings during placement. I am also now given the ability to reposition my placed buildings.
"Cookie" clicking and upgrading
From this point in my showcase its pretty obvious that this is a remastered version of Finite from around 2013. The creator of that game moved on from that idea, but the core game concept has always captivated me, and I’ve always thought I could build onto it.
But anyways, the pyramid is the “cookie” (I think the Cookie Clicker title has the connotation of ‘old fad’ all over it, so I had to reimagine it).
Development for this game is almost done, and the one thing I can happily boast about at the end of the day is that I developed basically 99% of this game – builds, scripts, graphics. I’ve done a lot of freelance work for clans for years, but I’ve never actually culminated it into a game.
I think it would be interesting to streamline this by using HttpService.
raycast → pixel data in ppm format in base64 → send to node.js http server on localhost → decode → PPM file. If there’s good image libraries for node.js, then you could have the conversion to png be automatic too.
I was thinking about it because I’d personally prefer to set up an http server than to deal with .Source
and rbxm save files.
I added specular, diffuse, and ambient shading to my raytrace. Looks pretty cool!
Same pipeline as before, just different raytracer. It’s super easy/fast to use the model way I’m doing now, but I would like to get the data out of Lua tables for memory reasons, so I’m probably going to switch to streaming it to Node with HttpService (as some people have suggested).
EDIT: Here’s a better example of shadows.
EDIT2: Now with infinite-length rays.
Now render it supersampled and with textures and turn it into a monetization item
Ooo nice! At that scale you could also do SSAO and have it look really nice.
With a clever trick I managed to make blast waves spread across a sphere. New Shield Generator building for The Conquerors 3.