What are you working on currently? (2020)

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 :slight_smile:

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Improved snow and shadows, gonna change the fog later. IMG_20200208_173016

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https://gyazo.com/b9fd111e6a02698e75522f8d60b7f232 pew pew directional stuff

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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!

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Doesn’t that mean you’ll also have to do the reverse and split it into individual voxels when you dig

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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

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Making a “Hangout” Game, With throwing mechanics

Some screenshots:

Actual game here

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I might be able to avoid that, actually; with a bit of optimisation work, it might actually suffice to just re-render the chunk :stuck_out_tongue:

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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?

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You should try using UI Gradient. I think it would really change that gui, it would make it a lot better.

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Almost ready to release Pre-Alpha! Soon! :tm:

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Small section from an audio I made a day or so ago.

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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.



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https://gyazo.com/d5b85c4354abecfa1d897f505268ffff

more pew pew

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Working on an Client-Sided location definer:

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@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.


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What’s this new word do o: never heard of a quadtree before

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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.)

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What would be the use for it though?

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