Upstate NY>city
Another locomotive for @Supersnel11’s Steamlined! This time being the Hunslet Austerity. A small one but also mass produced during the war, over 400 locomotives being made before 27 of them were shipped over to the Netherlands to be classed as NS 8800.
finished my rectangular decomposition algorithm! converts a region of voxels into rectoids
its not the most optimal number of rectoids, but the algorithm is fast, which is more important for my use case (dynamic fragmentation system >:0 )
i would use both, and switch between the two depending on the user’s platform / graphics settings
if your game can run on mobile, its basically free players!
Really nice idea!
Accidentally made a weird bubble cape thing and it’s oddly satisfying
https://i.gyazo.com/de78e5b1744ae01c9eccc603047cf8b0.mp4
Looks great!
Thought up of the exact same thing. The thing with trees is the LOD (Level of Detail works the best with them). Especially in your case, since you will be making a huge city, measure the distance between the player and the tree, and switch between lighter/heavier versions of the tree based on that.
Was inspired by @crossStarCross’s voxel algorithm and came up with an algorithm of my own (the 3d extension of my 2d rectangulation algorithm). Here it is with the same reference voxels.
That’s really nice. I’ve been working on creating my own rendering engine without any supplementary code. Purely written in LuaJIT not using any graphics libraries, I made this with the help of AxisAngle’s ray casting algorithm:
https://i.gyazo.com/30bc5d36bd1930096ccd347d284957d7.mp4
Gyazo really compressed it.
I’ve been trying to implement multi threading but I couldn’t find a way to get rid of mutex locking for read only tables.
prototype of my fragmentation system is completed! needs some work before it’s game ready, but looks really cool so far
https://streamable.com/xf08z
i really liked the idea of ‘reinforced’ structures, so i also implemented different resistances for different materials
https://streamable.com/gryv3
lacking a lot of important things like physics support, but i think this is a pretty awesome base
Nice! Since you’re using a ray cast function is this done with ray tracing?
On another note I only really used the built in triangle scan functionality & interpolation. I programmed all of the extra stuff by hand using shaders. Didn’t even use the built in cube mapping functionality.
lots of unfinished parts, I know. I call it “strategic procrastination”.
jk, I just add scene concepts across the map and once they’re verified as legit, I’ll add more detail to them.
I’m liking how the map is turning out though!
reeeeee I like your stuff show us the post
Yeah it is ray tracing. I just created an infinite plane floor detection. Such that it is so optimized, it boosted the FPS from 11 to 45.
Having a lot of fun putting some characters into certain situations for my upcoming group Kepple Clothing.
Kept this a secret from our players for about 6 months. Completely remade our game ALONE from scratch! Here’s the teaser for our new map!
https://twitter.com/cweroblox/status/996230684233601029