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Voxel Cone Step Tracing - Edge Fade
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
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PBR Lighting, Environment Probes, and Reflections
In this video we will learn about PBR lighting, environment probes, re-projected reflections, and how all they all work together to build a rendered image.
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Procedural animation spider
Work in Progress - Started by Slastraf,
This is a spider which walks in a responsive way to the ground.
Inverse Kinematics + regular animation
//edit
I will not be able to put the script for this online because nobody would understand it and I wanted to put it out as fast as possible, without over-engineering the code.
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Mecha Spider Foot Inverse Kinematics
Work in Progress - Started by Slastraf,
Inverse Kinematics in Leadwerks.
Procedural animation
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Jeep crossing hills and mountains - last test
Work in Progress - Started by Marcousik,
That's one of the last car physics performance test for an offroad jeep car.
I added some of bit drifting, completly overworked the turning behavior, that gets smoothed and optimized;
i worked the optimization of the dampers of the car so that the car is dynamically on its way, reacting to the slopes of the terrain, without the player having to be unquiet the car could tilt over.
Next step: I want to add decals on the terrain each time the car driftes.
Then, the game should propose to the player different cars models, each one with its one personality and drive feelings. The player will have to make a lot of delivery to help NPCs with their needings and so earn money to buy new or upgrade vehicles.
Here the video test - record quality is not top
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Cyclone Official Gameplay Trailer
Steam: https://store.steampowered.com/app/1803590/Cyclone/
itch.io Page: https://reepblue.itch.io/cyclone
Discord: https://discord.gg/Hh7Ss9fWaW
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ESCAPELAND - Early Access Trailer
Genre: Action-Adventure.
Release date: 10/31/2024 (Steam Early Access)
In the year of 2075, the world awakens after a global flood. Join Nikolaj, a man without a past, on his journey through the Valley of Life, a mountainous oasis amidst a barren wasteland. Fate-driven, he becomes embroiled in a struggle between diverse clans vying for control of settlements. Find allies and take sides in local conflicts between raiders and smugglers, deserters and militarists. Whether to aid the civilians or profit from the chaos is entirely up to you. Finally, uncover the role a grim, enclosed city in the north plays in Nikolaj's destiny, where hordes of the undead emerge. A city that poses a real threat for the resurging humanity...
Game features:
- Unique visual atmosphere and post-flood setting,
- An original storyline that changes depending on the decisions you make,
- Varied pace of gameplay: the game combines quest, classic FPS and stealth-action episodes,
- Survival simulator elements and challenging gameplay,
- Tons of additional quests, interesting characters and activities to keep you engaged.
Steam link: https://store.steampowered.com/app/2506540/ESCAPELAND/
Join our Discord channel: https://discord.gg/WWNcpFJzDJ
Our IndieDB blog: https://www.indiedb.com/games/escapeland
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Lone Water Prologue Playthrough
"I DIDN'T KNOW IT WAS A HORROR GAME" - ProofreadFire 2016 -
Extrem offroad: Sloped old road vs powerful jeep
Work in Progress - Started by Marcousik,
This is a demo for a future offroad game. It demonstrates what a typical offroad drive could be in this game.
It is a challenge for the driver to find a way on this broken road.
The player has to follow an old forgotten road, the nature has slowly begun to cover.
In the future, it supposed to let you deliver things to NPCs, win points on the road...
I plan to add mud, water physics and visual effect, sounds, music, buildings, NPCs, cars upgrades, repairing tools for broken pieces...
There will be no minimap, maybe a reduced map to get maximal immersion.
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Tutorial: Rendering Lights (BMX)
Work in Progress - Started by Admin,
Demonstrates how to render lights in Leadwerks Engine with BlitzMax. High-res video and companion PDF are available on our web site. -
Real-time Global Illumination WIP
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.