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Scripting a shader texture movement!
Work in Progress - Started by Marcousik,
I will make a more detailed blog entry about this because it was an adventure to reach this.
It was all about converting a beautiful shader generated waves mvement in a mathematic function that allows to predict waves forces at a position (x,y,z) , to get for example:
- realistic and not randomly ingame wave shaking effects on a boat, or wood prop or whatever.
- Splash effects or character realistic reactions depending on the wave water level.
This is a little showcase that shows how the terrain is replicating the main shader waves movement.
> The terrain's movements are generated with a script and is rendered in blue.
> The shader is placed to compare a little bit higher over the terrain and has transparency.
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Driving around with the Leadwerks pick-up
Work in Progress - Started by Marcousik,
This video is supposed to show the progression and possibilities of car driving with a new model animated, the pickup that comes with Leadwerks...
The car script was upgraded with tires physics calculation and that got improved in this showcase.
My goal is to reach a fluent and stable and responsive drive feeling for the player to enjoy off-road experiences in Open world.
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World Factions - Shops
Work in Progress - Started by martyj,
An MMO RPG game where the online is similar to Minecraft in that players can host their own server.
The story is about the battle for land between Dwarves and Elves.
The Demo takes place in the city of Yaledorf, or at least a subset of it.
https://worldfactions.net/
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Mud and tire effects (with shader)
Work in Progress - Started by Marcousik,
I'm really happy about this
At the moment the effect is only applied at the one tire forward right of the truck.
It seems the mud is moving with the tire.
Thx and credit @havenphillip for basis shader
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Per-bone Animation
Work in Progress - Started by Josh,
First pass at per-bone animations, combining upper body and lower body actions.
This is all it takes to control this animation:
//Load a model auto model = LoadModel(world, "Models2/merc/merc.mdl"); auto bone = model->skeleton->FindBone("spine_01_Military_Male"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_UP)) { model->Animate("walk", 0.4); } else { model->Animate("idle", 0.4); } if (window->KeyHit(KEY_SPACE)) model->Animate("shoot", 0.25, 100, ANIMATION_ONCE, 0, bone); world->Update(); world->Render(framebuffer); }
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Sins of a Dragon
Work in Progress - Started by Alienhead,
Real-time concept design preformed with Ultra Engine.
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First-person shooter mechanics, level design, and environment textures - Weekend Workshop #32
Streams and Events - Started by Josh,
This episode includes progress on our first-person shooter mechanics, a detailed level design discussion, and a deep look at environment textures.
9-7-24.zip