What are you working on currently?

I wanna see a picture of actually getting out of the skybox

Ok


Here.
(flashing lights warnig! ! !)

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congratulations you can now run cycles in blender for up to ten vertices

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This is actually sickkkk dude, DEFINITELY inspired by Rise of Nations – what’s the game about?

The ragdoll here is aweeesome, looking forward to some good zombie AI!


Player path probability distribution, From the green part the player chances of going elsewhere are from the junction

Another image from the spawn, right now too little data though

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tbh, all the blender renders i did so far on blender 2.74b, on my (dad’s) 15 year old pc

was on cycles

it takes 40 minutes to render one 1000 samples, 500×500 scene and it still has noise, thanks to the fact that denoiser doesn’t exist in that version :>

but it always was possible, if you have patience

Made a game ending concept based on one of my old projects…

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is this part of that arg i saw a bit ago (the skybox is alive or something i don’t really remember what it was called)? same idea about the colorbox, although this one looks different

its inspired by the legobirdd arg one And another one too

I am currently working on a recreation of the hit games “Blocks n’ props” and “Knock the blocks”. My game includes modifiers, leaderboards, shop/inventory system and new items as destroyer.

Game Link: Roblox Jenga - Roblox

Any chance this becomes open-sourced?

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Working on nation simulator

AI is a bit tough to beat right now lol

Image from Gyazo

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i’ve done it.. i’ve made peak


the ragdolls SPEAK!!! the code is really simple too and when you leave them alone they start mumbling

you can get the voice lines for free here

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Cool
By the way its really hard to play the game because the game thinks im on mobile so i have to tap the button on the screen in order to grab something and its annoying
Can you fix this

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I’m working on my game that’s really close to actually being done

(i also have this devforum for ppl to add feedback)

Performant NPC System

From my tests:

  • 125 NPCS = 60 fps, ~9 KB/s overall network,
  • 600 NPCs (shown in vid) = 60 fps, ~37 KB/s overall network,
  • 1000 NPCs = 40 fps, ~57 KB/s overall network


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That’s actually cool! I also made something similar but had to quit because of schools
Mine, with 500 NPCs only had 15kb/s overall.
(I can reduced way more but I am just too lazy)

Info: runs 0.2 stud precision, 0.05s per data send

Also it is a bit lag because of BulkMoveto is slow. (and bones are inflexible but can boost up to 2k+ NPCs with 60fps) so I have no option left

I made this recently for a game project…