My new works for my game
Portfolio: [Closed] Lrlxxd - Cheap Logo, GFX Designer and modeler - #18 by Electrosafari
My new works for my game
Portfolio: [Closed] Lrlxxd - Cheap Logo, GFX Designer and modeler - #18 by Electrosafari
nice pad, the city really looks better with interiors.
Past 3 years, I think I improved a lot in coding. I guess I don’t really need to focus on coding since I learnt it well. I’m currently trying to learn gfx. Here’s my render that I made few hours ago.
Trying to take advantage of photo editing as much as possible, so I’m trying to refrain from editing as much as normal in blender. Cant wait to see how this looks after the edit!
I’m working on modifications for my upcoming game “Light’s Out”.
(I am aiming for the release of Beta by the end of the year, so be on the lookout)
Where did the foot go Jokes aside, can’t wait to see progress
Question: where did you find this black undercover cop car model?
Currently working on… a boss battle against a giant mech!
It is not a model of the toolbox, therefore it will not be found
So I’ve been playing this game called Polytopia for a very long time… so I modeled a warrior and I’m very happy with the results!
And only 200 tris!
I believe the 1/20th number comes from the fact that the UIGradient trick can display 20 individual pixels, or, if you enable the fix supplied by @DataBrain it ends up being 18 pixels (which fixes a small amount of “artifacting” on the ends of each frame).
If you’re not updating the pixels, that trick will save you huge amounts of frame time, however, its extremely expensive to update the pixels, so its nowhere near being real time.
It’s probably best used for generating sprites, or applying effects to a small number of pixel columns.
(Tl;dr it should trend to being roughly 18x faster when used for static rendering, and decently faster when only updating a small number of rows)
It wouldnt work in my setup as I have a color buffer and usually each pixel is changed. Greedy meshing/doing that would slow it down cause it’d require having to create and destroy a bunch of instances. I get 45 fps using the blender monkey for ex, i think I have found the true cause though. I am trying to code a scanline implementation instead of barycentric coordinates
Simple title screen for a game I’m working on
I’m working on another custom proximity prompt style:
I’m planning on adding automatic customization with attributes. Should be released to #resources:community-resources soon!
I used the points 65,65 and 191,191 for the bounds.
Working on a game called ‘The Musician’