I’ll probably end up using Texture instances unless I find a clever way to do it (maybe pre-made meshes for the most common cases?)
Managed to get Blox’s cave generation heavily optimised (it needed it!) - about twice as fast now
(if the format of these numbers looks a bit different, I rewrote the profiler I use too! Way more lightweight, and can be disabled when not in use)
But since numbers aren’t super pretty, this is the world that I generated while testing it out
Helicopter and our first Fun-Car.
Maybe you remember the Rocket-Boost-Car from GTA V
Also, all models are placeholder right now and will definitly change!
wow, I tried it once and I gave up great job!
More pretty rings… Money ring, aqua bubble ring, and confetti-ish ring.
Well… The paper looks orange-y and the complementary colour of orange is blue so that will work well. If not you can keep the purple or try yellow or maybe even red?
That is so cool! Well done!
This is the first render I have ever made, I created it while I was learning the basics of Blender.
I am still working on it (I will add textures soon).
Could be get some performance differences though
Right now, I’m just working on a Training Center I’ve been commissioned for, nothing really special, but after that I’m gonna work on my portfolio showcase, which is just a house, to showcase what I can build.
Woah what a coincidence, that’s exactly what I’m working on atm. I could only get it to work on 1 dimension so far though. Good work!
I created a Thanos snap effect
Recently overhauled Madness District’s lighting. Also alot of new buildings and tweaks.
The game will also have interesting things like dynamic interactions (for example, exploding barrels to destroy sentries in a robbery) and maybe even a campaign. There is already alot of lore done.
These screenshots look visually stunning! Can’t wait to see everything finished!
Opened the devbuild where I test stuff. Enjoy a free helicopter and an experimental kicking mechanic.
Progress video for a platformer game I’ve been working on for a while.
Well, with the help of @Elttob I created a greedy mesher.