Created a service for @sleitnickās Knit framework for handling selective replication. Open sourced it as it wasnāt the most thrilling piece of code Iāve had to write:
I am focusing on a game which doesnāt have a big purpose to be actually published, it might become a model, but Iām not exactly sure what to do when I am finished, but I am making a computer model that actually works. Heres a little story of how I got the idea: In July, of 2020, I was trying to make a GUI based game. I stumbled upon an old windows start button, I made a small computer game, then a little later (this year) I decided to recode, and redesign it.
Hereās a work-in-progress Tachi alongside a close-up on its wrap! This may also be found on my Twitter.
It is a Kamakura Era-style Tachi, with a complicated āKikusui-midareā hamon pattern. If it is noticeable, you may find small little Chrysanthemum flowers on the bladeās edgeline. That is the hamon pattern. Iāll texture this soon!
Keep in mind, with just a few optimizations, this runs extremely fast and could be used for very high poly count models. The video above uses level 21 graphics, future technology, and max star count. (60 fps in studio, the video recorder isnāt really that good) It even runs good with 100 triangles real time! Das like 400 wedges. And thatās not even with very optimized code!
To be fair, the pc practically starts dying after 10000 triangles, but thatās a big number, bigger than yo mama. # comedy # laugh # funny
Next is to apply cel shaders which shouldnāt be that hard. Then after uhhhā¦ start making rigs. B)
Iām working on a mountain biking game called Speed Wheel. I know the movement is a bit glitchy in places but I hope I can fix it up a bit for the release. Hoping to release mid March. Any way heres a video of two of the trails.