Ohhh boy, this render needs a lot of love
Ahaha yeah, that works though
Finishing up on a robust analytics tool that can be viewed directly in Studio, powered by datastores.
smite is cool, right?
hey i play smite
Working on a chrome extension that hides games with less than 70% updoots. % will be adjustable. Probably. At some point.
Genius, but I have to argue that it should change it into a cute cate picture instead.
Beautiful!!!
Getting really close to done with my OBJ optimizer. Models with cutouts still seem to have holes, and I still need to figure out tomorrow, which could be a bad Lua to Java port, or a bad algorithm.
(Model was 4 overlapping parts just put into a square, because I am not debugging this 600 triangle mess.
if you added automatic smoothing like how CSG does it (CSG V1 cuts at 40 degrees, dunno about V2) that would be so good; no further prepwork needed to reimport into the game (less any UV mapping one might do)
The code will be public with a GitHub repo for anyone who wants to fork it, since I have no clue how I would add shader based smoothing.
Shader-based smoothing?
You can define smoothing groups with the syntax
s [smoothing group ID]
and put all the triangles in the smoothing group beneath that line:
(this was a quick 3-triangle model I made with 2 smoothing groups)
With CSG’s smoothing, if a face normal is closer than 40 degrees to the face normal of an adjacent face, they are in the same smoothing group. How CSG decides to split these up, I’m not sure, because a nonogon will have 3 smoothing groups on its sides.
Worked on icons for, uhh, microtransactions. Took me a while to get the lighting down.
coin1
coin2
coin3
coin4
Absolutely horrible quality.
Desktop streaming.
Still runs better than Steam’s native app.
There was one this morning that botted ratings/favorites as well D:
I’ve been playing around with converting height-maps with textures to terrain, which you can play here!
This lets me create a height-map and a texture using something like WorldMachine, and then I can import it and have the plugin choose the closest material to the colour in the height-map texture.
I originally was creating it using a material level slider thing, that can work in some situations, but I found it to be limited in ways.
Unfortunately I haven’t been able to make the imported terrain smooth like you would get if you hand made it. Maybe sometime I could try and figure that one out, but for the moment I feel it’s good for creating the main layout of a map, and then you can go over it to make it nice, smooth and pretty.
I’ll try and release it sometime, but it requires an external Java program - and my one is rather sloppy at the moment (Although it does what it needs to).
Ah yes the famous pong microtransaction design