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What Are You Working On

Started by Amr0 Mar 19, 2015 at 1:56 AM 85 replies 22.6k views
Original Post
Amr0
Amr0

Hello. What are you working on?

Whether you're working on a game, tool, engine, library, textures, concept, music, sfx, shaders, website, tweaking gameplay, animation, design document, character sketches, mods, or anything, post about it here.

Post screenshots of your work at the current state if applicable, even if it's glitchy graphics, or rough art. We know it's work in progress.

Post snippets of the code you've been writing.

Get feedback, and give feedback.

Include at least project/work name, tools, libraries, and languages used, as well as any more information you'd like to share, such as links, when it will be finished, where and how it will be released... etc.

Now let's see what you're spending your precious hours on instead of playing games or being with your family!

L. Spiro
L. Spiro

I am working on:

  1. L. Spiro Engine (yes still, almost daily). Language Used: C++. Libraries: FreeImage, Vorbis.
  2. L. Spiro Chess Engine. I’m an American national chess champion and have always been interested in seeing what I could do with my own chess engine. Language Used: C++.
  3. A Nintendo Entertainment System emulator. Always been interested in emulating, and decided to start small. There isn’t a high demand for it, but it’s mainly for fun. Since TAS Videos uses my MHS quite a lot, I figured my whistles and bells on the emulator would be related to debugging and TAS’ing. And hacking (graphics dumps etc.—we’ll see what I can do when I get there). Language Used: C++.
  4. Book on advanced game programming with OpenGL ES 2.0 on iOS. Language Used: English.
  5. A manga/anime taking place in the future. I plan to post my art and story for review later (so no details here), and after getting some feedback I hope to make a proposal to Square Enix and actually getting something real made out of it.
  6. A YouTube channel where I talk about game development, answer viewer questions, discuss/show life in Tokyo, interview game developers, do game reviews from a developer’s perspective, etc. Not yet started, but will reserve the Twitter and YouTube accounts soon. Need to get microphones and rent some filming space etc.

And you?

L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
Amr0
Amr0
6. A YouTube channel where I talk about game development, answer viewer questions, discuss/show life in Tokyo, interview game developers, do game reviews from a developer’s perspective, etc. Not yet started, but will reserve the Twitter and YouTube accounts soon. Need to get microphones and rent some filming space etc.

Cool idea! I hope I'd get interviewed there some day.

And you?

1. As mentioned in another thread: HBox, a GUI-library-independent a small library to handle GUI layout, with support for springs with min/max constraints.

hbox-ss.png

More information is here: http://www.code-section.com/entry/22/hbox-a-c-box-layouter

Languages used: C++

2. Curver (yes still)

Curver is a tool which implements a natural work-flow for working with line-art, and aims to become the fastest solution for creating stunning and clean line-art. No more tedious frustrating stroke-and-undo-until-you-get-it-almost-right sessions. With a simple set of tools and a work-flow similar to 3D sculpting, you can stroke a curve and manipulate it into the desired shape in seconds!

An older video:

Uses: C++, DX9, Win32, Sciter

CulDeVu
CulDeVu

To shamelessly plug my own 2 or 3 week old video, here's a thing that I've been working on off and on for a couple months now.

Also, people on the Journals section of the site always needs more of a plug. You should take a look at it! :D

I'm sorry about any spelling or grammar mistakes or any undue brevity, as I'm most likely typing on my phone   "Hell, there's more evidence that we are just living in a frequency wave that flows in harmonic balance creating the universe and all its existence." ~ GDchat  
L. Spiro
L. Spiro
Congratulations on shipping your game with your engine!!


L. Spiro
I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
Hodgman
Hodgman
Thanks L.S. :D
Not technically my game - I only did minor work on it as a contractor, but it is using my rendering API.
It's also a fairly unimpressive prev-gen to current-gen port (not even 60Hz :()

The next game to use the API will be a much more worthy example, I hope :)
Again I've only worked on small bits of the next game as a contractor, but I've rewritten most of the rendering engine to increase performance, and to back-port it to prev-gen.
L. Spiro
L. Spiro
Planning on a from-scratch rewrite for Metal/Direct3D 12/Mantle/Vulkan? I’m considering it.


L. Spiro
I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
Hodgman
Hodgman

Planning on a from-scratch rewrite for Metal/Direct3D 12/Mantle/Vulkan? I’m considering it.

I was in the Mantle beta, so I've got a head start on that.
I already require the user to specify the entire pipeline state and all resource bindings when they construct a "draw item", so I'm in a good position to port to pipeline state objects and descriptor sets.
I also require the user to specify what "pass" the draw item will be used in, and the "pass" object specifies the render-target format(s).

These details aren't required for older APIs, but it's going to make Vulkan/D3D12 support fairly straightforward. I'll do Metal if there's a financial incentive (i.e. a project requires it) biggrin.png

To shamelessly plug my own 2 or 3 week old video, here's a thing that I've been working on off and on for a couple months now.

The image warping is really cool! Any link to details on what you're doing?
L. Spiro
L. Spiro

[attachment=26483:DatAss.jpg]

L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
Calin
Calin

I made a trigger editor, its a scripting IDE thats 100% GUI driven.

My project`s facebook page is “DreamLand Page”
Calin
Calin

I`m not home so this is the only screenshot I could find:

My project`s facebook page is “DreamLand Page”
JulianLoehr
JulianLoehr

I am currently working on HID Wiimote, my very own Windows Driver.

Blank_En-268x300.pngTilt_En-268x300.png

Wii Remote Dialog before and after my driver.

Language: C

SDK: Windows Driver Kit

Type: Windows Kernel P'n'P Driver

Projekt Site: http://julianloehr.de/educational-work/hid-wiimote/

It is a native driver to enable the Wii Remote as normal Gamepad, so you don't need something like GlovePIE.

Still in a very basic state only supporting the Core Buttons and Pitch-, Roll-Rotation. But i am working on Extension and IR support.

CulDeVu
CulDeVu

To shamelessly plug my own 2 or 3 week old video, here's a thing that I've been working on off and on for a couple months now.

The image warping is really cool! Any link to details on what you're doing?

All of the details are in the Journals section. Although there probably aren't as detailed as you might like them to. Long story short: Gaussian-like transformations, subdivided polygons for rendering at a semi-acceptable framerate, and dynamic fracturing and pre-caching of collision geometry.

Here's probably the most detailed post I have about it, sorry, although I might go more in depth sometime soon: http://www.gamedev.net/blog/1084/entry-2260623-update-on-non-euclidean-physics/

attachicon.gifDatAss.jpg

L. Spiro

EG9UxMk.jpg

It is a native driver to enable the Wii Remote as normal Gamepad, so you don't need something like GlovePIE.

Still in a very basic state only supporting the Core Buttons and Pitch-, Roll-Rotation. But i am working on Extension and IR support.

That's really awesome!

I'm sorry about any spelling or grammar mistakes or any undue brevity, as I'm most likely typing on my phone   "Hell, there's more evidence that we are just living in a frequency wave that flows in harmonic balance creating the universe and all its existence." ~ GDchat  
dave
dave

I'm continuing work on a game engine i've been working on for a number of years and am now finally beginning to add polish after some major infrastructure changes.

Heightmap.png

MainView2.png

Installers can be found here, though be warned you'll need the VS2012 runtime installed and that its very in-development.

Dave

Tutorial Doctor
Tutorial Doctor

Working on my first full game made using a visual programming language. (Gamepress).

It is a mystery-puzzle game. I would upload video but it would show the answers to the puzzles. :)

They call me the Tutorial Doctor.
Eternal
Eternal

1. Spacerocks (for uni):

nLPUZB3.pngd7rDcG5.pngpCWht3L.png

2. Game prototype too unfinished for pictures.

Servant of the Lord
Servant of the Lord

I'm working on my engine/editor/SFK/whatever for my WIP 2D RPG called "Of Stranger Flames".

f79b1fa0df.png

I've also been playing around in Paint Shop Pro to mockup different environment lightings. These are conceptual (they aren't in-game):

c1948952f0.png

39680710d9.png

(the tree shadows are facing the wrong direction in this one. laugh.png)

I just shipped my first PS4/XBone game, using my rendering engine: http://www.22series.com/our-first-game-release-featuring-our-graphics-engine/
Am going to ship another game using our engine on PS4/Xbone/PS3/Xb360/Windows soon: http://store.steampowered.com/app/312930/


Congrats! It's nice to see that the Eighth Engine is getting put to good use.

It is a native driver to enable the Wii Remote as normal Gamepad, so you don't need something like GlovePIE.
Still in a very basic state only supporting the Core Buttons and Pitch-, Roll-Rotation. But i am working on Extension and IR support.


That's really cool. I was looking for a good Wiimote driver several years back and couldn't find one.

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