i modernized roblox trading system
dark mode:
Light mode
>How i made it:
1- I made a Printscreen of Roblox Home Page
2- I Took a Trading system Picture
3- I Remade it
i modernized roblox trading system
dark mode:
Light mode
>How i made it:
1- I made a Printscreen of Roblox Home Page
2- I Took a Trading system Picture
3- I Remade it
Improved snow and shadows, gonna change the fog later.
I’ve been working on implementing greedy meshing into Blox, and it kind of works!
You can read about greedy meshing in my latest tutorial post!
Doesn’t that mean you’ll also have to do the reverse and split it into individual voxels when you dig
In my last post I built a quadtree for these guys, now I added some steering behaviors
After that I added client side npc (no humanoids) and some animations and I’m well on my way
Gun animations from High-Quality R15 Gun Animations thx @yelowfat
I might be able to avoid that, actually; with a bit of optimisation work, it might actually suffice to just re-render the chunk
Instead of rerendering an entire chunk, why not store voxel data and data for all the “combined” voxels? Then when you need to destroy a voxel only rerender the one group?
You should try using UI Gradient. I think it would really change that gui, it would make it a lot better.
Small section from an audio I made a day or so ago.
Hi guys! I am currently working on an abandoned mental asylum which is derelict. This is going to be in a game soon which will be a showcase game where I will put quite a lot of detail.
Working on an Client-Sided location definer:
@Intrance and @luathon doing a really good job:
https://gyazo.com/522df67d0f7a399056a079b8809ecfc3
Here are some chests, weapons, and lobby assets I have been working on lately.
What’s this new word do o: never heard of a quadtree before
In 2D, you only need a quadtree instead of an octree to spatially partition everything into buckets. (binary tree for 1D partitioning, quadtree for 2D, octree for 3D, etc.)
What would be the use for it though?