What are you working on currently? (2022)

So I’ve been working on this game for one of my groups. It’s an airport RP game.

Here’s the front from the outside so far:

Plus a security checkpoint I made:




4 Likes

I recreated the Nintendo 3DS in memory of the Nintendo Eshop

image
(Original Post)

10 Likes

I’m giving old Roblox a fresh coat of paint with Brickbattle Revive. All the tools have been rescripted from scratch and tweaked a bit. Here’s a custom map I made myself that’s work in progress at the moment:

7 Likes

Got rid of the issue where scanning took significantly longer each time you scanned the environment. By creating a precache of at least 1024 tracers and CFraming them into position whenever the player scans. Afterwards, if the cache is below its minimum size, it’s repopulated with new tracer parts.



Also included some color options for the tracer parts since it only took a few more lines of code. Things are really starting to shape up.

16 Likes

I’m currently working on a game called Turf Wars that we recently moved to public alpha testing! The game is pretty cool if you ask me and if you have any feedback then I would love to hear it!

If you want an easy way to get GI, just up the bounces on the rays. I can explain why it works, but in simple terms GI is just really rough reflections.

1 Like

A backrooms game (how original, I know)




8 Likes

hmm, well I up’d the reflection bounces from 1 to 4, and these were the results.

Sample scene

All of these scenes were rendered at 400x300 with 40 spp

Rendered scene with 1 bounce (5 minutes)

Rendered scene with 2 bounces (8 minutes)

Rendered scene with 3 bounces (12 minutes)

Rendered scene with 4 bounces (19 minutes painful)

Not a whole lot changes from 2 bounces to 4 bounces, but it does slowly improve. Even with all those bounces, there are still some pretty dark shadows.

(The shadows are even brightened in the code by 25%, is this intended lighting behaviour? i’m not too sure. This approach at global illumination doesn’t even seem to work properly and ends up taking a lot of processing power, unless I am completely missing something)

10 Likes

I’m working on a project called “Sun Valley” for 3 years now. It’s a RP game inspired by FNaF and many more. Happy with the results.

Snímek obrazovky 2022-07-23 112202


4 Likes

As an AOT fan myself, that is awesome!!!
How would ODM gameplay work though?

working on a game, this rock is part of the game and i just finished it so here is the rock

6 Likes

ptfs

image

12 Likes

Ok that’s a bit strange. Do you have some sort of roughness cutoff in place? What’s the roughness and metallicness of the materials? Are you taking into account light absorption? What is the sun brightness?

I don’t know why it’s not working since light in the real world behaves like this. If you have support for rough reflections then this should be working fine. We’ll it’s probably stupidly inefficient anyways and I’m too lazy to write anything down so maybe this video will help.

3 Likes

I think that it looks really cool!

image


16 Likes

Currently working on a point in polygon algorithm.

You can scale this and call it on a 3D object but you’d need to know the outer vertices per axis.

polygonalg

16 Likes

Wait a minute… is that the portal from islands?

1 Like



this tree pack goes R E A L H A R D

21 Likes

12 Likes

finally able to release this!

I was commissioned by the developers of Madcity 11 months ago, alongside my friend to make artwork for their now-released chapter 2 update,

hands down one of my favourite artworks I have ever made, so I feel like sharing it here with everyone!

oh yeah, thank you for showing support for the many other posts I have in here, it means a lot!

21 Likes