I made this sword!
Model link:
Dropped a trailer for my next VR game
I’ll be posting all the fun tidbits and dev screenshots of that once it s fully released
Repaired the eyes, added some texture, and its time to add her to game! More lessons learned!
Sheeeeeeeeeeeeeshh that is looking poggers. So hyped for it, going to have to save up for a VR headset now though…
There is no image filter on the Dev Forum since it’s 13+
I just really liked the way how you made an open-wheel car. The nose part reminds me of the Dallara IR-03/IR-05.
okok hear me out. What if dummies… were smart?
This is my swordfighting AI, which has only two states: avoid and attack. I’m currently figuring out how to actually make them attack instead of just standing there. Once I do that I’ll make more difficult AI.
Glad to see your model was put to good use!
Crazy how far roblox has come, I remember when game performance would start melting before you even hit 1,000 parts
Ye made it to a prison type of thing still working on it I have high hopes for this!
Really cool! Do you know if it will be released as a game?
Right now I’m working on a dessert obby complete with chocolate chips cookies:
(I’m sorry for the stuff under the pictures I’m not sure what that is since I’m new to Devforum and I don’t know exactly how to upload pictures just yet)
Got started on some very rough first attempts at doing HDR which seems to at least partially fix the large dark areas. I feel like I need to find a good implementation to use to make it look at least somewhat good for real world values and then fix the light parameters to be more realistic as well.
Starting to see some amount of ambient occlusion and global illumination appearing in the final result once HDR is enabled with attempted gamma correction, but the values definitely need tweaking before it looks good. These areas were almost completely dark before, so it looks like HDR was the key to making both of those features possible.
My very first attempt at HDR from a few years ago resulted in very washed out colors, probably because I messed something up horribly with the tone mapping implementation I used.
10 samples and 10 bounces used for all renders
Exposure: 1
However even with washed out colors it seemed to make global illumination visible.
Switching to a fresh implementation with simple Reinhard tone mapping fixed the washed out colors issues, but bright spots weren’t coming into a displayable range very nicely.
I remembered that I was manually converting to a 32 bit int RGBA data type before even running HDR over it so I quickly fixed that and changed it to upload the texture as floats instead. That fixed bright spots rendering weirdly.
Exposure: 0.1
Exposure: 5 (no attempted gamma correction)
Exposure: 5 (with attempted gamma correction)
Exposure: 1
I’ll probably continue experimenting with both HDR and lighting parameters for a while to make something that looks decent, and once I feel confident about the implementation and results I’ll try taking a render of a more detailed map like the one from my previous post. There’s still a lot of work to do, but this is certainly a good start.
He probably just made a script that reacts when the player has their mouse over the block and makes the transparency tween to 1. And also he probably added lots of these blocks, but its still really impressive because its satisfying.