What are you working on currently? (2021)

Still working on my 2D engine.

I’d like to release it soon, but it depends rather heavily on Nevermore, so I’m not sure how to handle that.

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Finished a model of the Makarov pistol, and honestly, I think it looks really nice.
1212 verts, 2384 tris

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Heyo, I reimplemented one of my favorite algorithms, Marching Cubes.
It’s designed to “triangulate” voxel maps.

Roblox: https://www.roblox.com/games/8150765359/Marching-Cubes
Repo: https://github.com/HawDevelopment/MarchingCubesRBX

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Low-Poly Office

Experience Link: Bloxery City [Beta] - Roblox
(Experience open for public testing early!

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Hi Guys!

I rework my Roblox Studio plugins into dockable widgets.

The first one is the Welder plugin from NAAP plugin - this is the most popular function of all.
It has been already done & published (as my first non Free plugin) yesterday.
I’ll add a more informative help function (maybe today) and a YouTube video is around the corner.

Then MSCP plugin will be facelifted too (as a Pro version) in a reworked dockable widget hopefully in this weekend.

The Autowelder widget has a fix dark mode as seen here (despite I use light Studio theme in general), I plan to keep this design in more widgets.

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Mastered ultra instinct
https://gyazo.com/bf223bca6c6908a8586a5a8854f35cf4

1 Like

made a crate :slightly_smiling_face:
crate1
and the crate itself.
crate2

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I am currently working in a datastore for a tower defense game

I’m working on a cool little Mac 10 animation
(looks a little bit odd at the moment)

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Firework particle trail aura thingy for a commission -

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no activity in some time but I’m still working on “SHINNERS”



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Sandy Shafts build

More progress on my game!

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I made another mini cave map becuzzzzz why not? I’m bored ok… Anyway here’s the build.




I probably should of edited those so its just the cave… wellll too late now lol.

(Also Technically I made this months ago, but I forgot to show people it soooo yeah…)

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I made a new showcase game called “Aqua Reservoir”. If you join you’ll recieve a welcome badge.

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I’m currently working on a demon slayer game, but I just started working so I don’t really have screenshots of it.

Just a suggestion, if you select 2 of the parrel opposite facing edges of the x in edit mode you can fill the gap by pressing ‘f’ (sorry if the wording is confusing.)

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huge optimizations discovered again! I got busy with life but anyways I found time to come back to this project and added

  • proper projection
  • a tool that can convert an image to a Lua array for sampling colors (previous one was a string that only supported 100x100, no hd/player textures. this can go hd)
  • backface culling
  • very basic clipping (look closely when i move it just culls if all verts are outside the frustum)

and most importantly, matrix transformations! I originally had created a mat4x4 tool for this but i found it really slow (20fps) and instead used roblox cframes instead and I seem to be able to get 60fps, pretty cool since it is also only one thread. though this is embarrasingly parrallel and those lag spikes are cause of 2 factors, 1. clipping/going through each triangle is meant to be done on parrallel on the gpu and 2. rasterization can be parrallelized atleast im my implementation by splitting the for loop up into work items.

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where do you get your pbr textures?

Weapon customization system work in progress

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I finished the first model that was entirely scripted and built by me, pretty happy rn(new to scripting)

its just a door that’s powered by 2 generators and a button


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