What are you working on currently? (2018)

Now that is cool. How are you doing hit detection with that kind of arc?

I have two different systems set up that I can use. One uses ray casts each frame and the other uses physical projectiles with prismatic constraints to move them. I track the base height relative to the flight path with an up vector and use a sine wave function to determine the current relative height. The prismatic constraint one is faster from the Lua side.

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Whole bunch of images for the new Forest map in Bonanza! : FIREFIGHT_

Really neat


Just a little something else. We’ve added the MP5k! :smiley:

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squints Oh! I think I see a brick!

no but honestly it looks good! :smiley:
keep up the good work

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Is it r6 for a particular reason?

I don’t have much experience making animations and Derpalot doesn’t wanna deal with the extra complexity. If we had more time and skill with animating then we would go with R15.

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I always clap my hands when I see a Rise of the Deads image.

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Made changes to how paint is generated for my game. The part for each paint is now client-side (no more delay/stutter when parts created by the server are streamed by the client). When a new player enters, a compressed “image” for each paintable face is streamed by the client and parts are created accordingly. Timestamps are used to prevent the client from making locally visible changes while paint is streamed.

This lowers network costs a whole lot since now I only need to tell the client to make a splatter at point (x, y) with radius r and seed s instead of having the server make and replicate parts. The downside is that the client has to do more calculations.

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I’m building a 4 legged tank :slight_smile:
The turret is still wip.5

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@IdentityShift is working on Zombie Hunter’s new trailer and I have to say I am excited as heck. Once the trailer is done I’m going to start vigorously promoting the game ready for when we release.

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I can still see some kind of delay when the bullet hits and the splash is meant to appear.

That’s because I’m running it at 250ms ping (the worst ping I’m willing to support/care about for this game). Here’s a preview @ 0 replication lag.

Yeah, much better. How do you select your ping while testing?

(multiply this number by two to get the actual ping)

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Some recent stuff and a game thumbnail!


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What program do you use for your renders? (the bottom one is a render, correct)

Is all of these paint splats made up of 1x1 bricks, or are you finding nearby cells and creating larger blocks?
I can’t think of what this process is called.

Im guessing you meant to describe a process similar to this post:

No, I didn’t use a “healing” process to reduce part count. I wanted to take full advantage of featherweight parts and instancing in order to reduce memory usage and rendering costs. Plus, I can’t do neat tricks such as using noise to create a smooth texture. I also have plans to have some sort of “occupancy”, such that parts at the center of a paint blasts are offset higher above the surface than those as the edge of the blast. This wont be possible if parts are healed.

(Im looking for a tweet by sircfenner (I think?) which describes this exact algorithm but I can’t seem to find it)

Yeah, so I devised an algorithm where you basically start from one corner and sweep in one direction until you hit an edge and then sweep that line in the perpendicular direction until you hit an edge.

It’s a little difficult to explain but you can find it here by clicking on RectCompress (under ‘Other’).

You can actually take it a step further than I did if you are willing to let rectangles of the same color overlap each other (this is the difference between a covering problem and a packing problem).

@edenojack

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Me again.

I just implemented a binary bounding volume hierarchy structure for meshes which has allowed me to make my manual raytracing for meshes over 130 times(!) faster than before. Should make my renderer lightning fast.

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