Advertisement

Latest Editor Activity

@Aressera Good points all around! This feels like a direction I can get started in.

13,427 views
Advertisement
enigma_dev
January 17, 2022 05:33 PM
DevBlog 13 - Large Ship Collision Challenges


Adding hand-made collision to the large ships so that fighters cannot fly through them.

I tweaked the model editor so it can load in models to define collision shapes.

There now is an XRay mode that lets you see wireframe of the ship with colored rendering of collision shapes.

To debug collision in th…

8,090 views
enigma_dev
October 20, 2021 12:58 AM
DevBlog 3 - Mod/Editor UI and Level System

Projectile editor with IMGUI!

In order to visualize the frame stretching projectiles, I needed to create a projectile editor. This required UI and Level systems to be in place. So must of the work here is just code under the hood, but not a lot of visuals.

This will be used to determine which grid no…

31,967 views

Hey people. I am currently writing a souls-like D&D campaign, and I would love to work with some people to turn it into an indie game. I have a lot of the story and lore written. I am hoping to find people to help me with the areas I am weakest in: concept art and game design. I am not looking …

2,972 views

@irreversible That looks a lot like mine (insert quote about great minds, right ?). My only real issue is:

GetClass() is a virtual function overridden from some common base class

This is something that I was actively attempting to avoid when working on a solution. Not that I'm saying you're wrong for…

8,602 views
Effekseer
May 02, 2021 07:50 AM
Released

 Effekseer Project, the developer of the open-source visual effects software for games, has announced that the latest major release version, Effekseer 1.6, has been released.  

Effekseer is a tool for creating visual effects for use in games and other applications.  

You can create a v…

6,234 views

@TiberiuJ Sorry, it's not standing anymore. Thanks for your interest!

4,023 views

@shaarigan  Yup that's essentially what I'm trying to implement, albeit in 3 dimensional space. From what I understand an R-Tree is just a specific kind of BVH that uses axis-aligned rectangles as the bounding volumes, with BVHs being a generalized superset of data structures. I'm trying to im…

11,843 views

You might want to go so far as to store those references and dependencies in the metadata, instead of the raw asset itself. Then you could build your entire dependency graph from the metadata alone without needing to load any asset data, and use the aforementioned database to perform all sorts of r…

18,375 views
How are tile based environments UV mapped?

Kiiryu said:

In the case of the above image, it basically comes down to 1 tile = 1 face (horizontally), with the exception of vertical edges.

But faces have different widths, so this incorrect mapping causes distortions. For example, look at the top middle of the picture: the face where the low platf…

6,440 views

Hi,

At first, octree looks like a good idea, but don't do it. It will s*ck on the long run. Read this: https://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/

For storing voxel images, I recommend Model 3D: https://gitlab.com/bztsrc/model3d/-/blob/master/docs/voxel_format.md​ Has an stb-s…

8,395 views
ongamex92
December 31, 2019 12:19 AM
My Game Engine Development - new video

Hi all,

I have a short new video about the game engine that I write at home during my free time.
I want to make a game with it one day.
I hope you like it, Cheers ^_^

https://www.youtube.com/watch?v=tYXqJyf3bQ4







12,589 views
Advertisement
Advertisement