What are you working on currently? (2017)

There’s a nice article about Verlet Integration on the wiki, FYI:

Love the Project Planet logo! :heart: :heart:

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Really nice! It gives me the feel of GTA V to be honest.

ive never played gta V but i know they have some fine modern apartments lmao

That hairline tho :grimacing: eekkk

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I would get rid of the shadows on the text, to be honest. It makes the text harder to read.

Small update on this.
So it turns out it was more like 90% accurate, not 100%. The accuracy all comes down to how accurately I’m calculating the 4-sided convex side from the plane intersections, which is quite tricky to say the least.

image

The reason why this case in particular worked well was because the angles formed by the base surface were all 90 degrees, which conformed to the ideal configuration where my code worked best:
image

However, there were a few edge cases where this wasn’t true because some of the level editors did some ugly hacks to seal holes in the geometry:

So I developed a new algorithm for selecting the which vertices correspond to which corners of the displacement map, and it bumped the accuracy up from 90% to 99.99%!



Its kind of hard to explain how it works, but basically I select a random vertex and then do some pointToObjectSpace testing to see how the remaining two vertices relate to the edge formed by the starting vertex and the randomly selected vertex.

There are still a few rare cases where it does fail due to some weird edge case that I haven’t been able to isolate. This is the only side that failed, of like ~3000 other sides:

Heres a video of me exploring this map:

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:door:

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@zeuxcg

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This could actually be the next big roblox game if you do it right

It’s such an amazing concept

You could literally add ANYTHING to the game, and it would count as a “Update” to attract players.

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I’m working on the UI for Raven’s Eye.

It’s going great!

(cc @Nexo_os)

Excuse the messy squad setup in the top right. Right now it is showing all possible configurations it will have later on.

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Created a trailer for a remastered version of my old game ROSES. Will be releasing in a few weeks! :grin:

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stuff

Made a quick little lamp post :smiley:

(this is my first post haha)

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Now how about making smooth terrain out of displacements :wink:
(and brushes with no displacement maps from parts)

Been up all night. Made a few more cool things! Here’s a native Roblox Studio lua renderer I’ve been working on (I make a scene in studio then press play and it exports this)

Tried making a certain effect. Accidentally made bloom!
boom

Then I finally figured out how to make depth of field. I had to do some interesting things to get edge detection working (The line between blurry & focused).

Bonus


@zeuxcg notice me senpai

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Hit the proverbial nail on the head.
A lot of the tycoons that stick around are using something like that, watching until the playerbase starts to dwindle and then releasing something new to re-spark interest.
A lot of the simulators being added are their own thing and are a grind-fest in a lot of cases, with little in terms of gameplay.
Why not fix both?

A demo of my port to R15!

And some gorgeous colour combining!

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I was actually using Smooth Terrrain originally. The problem is that it isn’t precise enough to represent displacements accurately.

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Cabin in the woods!

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