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Everything posted by hgn
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CS needs more stuff like this
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it varies a lot these days, since theres are many different forward clustering methods. mine specifically does not effect draw calls: renderdoc shows a few dozen drawelements on the left, to draw the world from one view (somewhere amongst them theres a switch between two vertex buffers). my lights are stored as a global array per world in a texture buffer, and the spacial index is the 3d texture on input 4. the reason for the limit of 1000 lights is that those indices are 10 bits. the textures are calculated on the CPU because i'm not that high tech yet. so the result is that the pixel shader can look up by himself what lights it needs to shade with, which allows render big massive chunks of the world at once and not really have to worry about draw calls or culling far away lights
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i added some lights to the engine and im pretty happy with how it turned out. can run up to 1000 point/spot lights at once. the clusters (since its forward render) are on a big cube grid like this (showing complexity, maximum per cube is 6): and the result is also wrote a new skybox shader which is dynamic
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a question as old as mankind
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my top 5: 1. Junction 2. Insertion 1 3. Santorini 4. Tuscan 5. Mikla
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yeah the 'engine' i put together is really just a collection of header files like stb_.., glfw, miniaudio and a couple others. and then i just make the game manually using those
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some graffiti i did with a friend in Kingspray VR (and a cheeky Mapcore logo) this week was redoing the animation and physics systems for this game, and in the process made a ragdoll editor thing in Blender where you can mess about with the joint limits and hitboxes... theres a video of me testing it more physics:
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nice one great lighting there
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since i finished my csgo map its back to making obscure indie games. its inspired by games i played as a kid, like tony hawks downhill jam and the larger sections of the skate series, but in first person. this what the controls currently look like: im gonna post some pictures of the world artwork here more when its done
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@Serialmapper yeah that version of auto radar has some precision issues. the displacement warning message you see can ignored though, it just skips it if it sees that. as for why it doesn't build, i have no idea, the crashes are pretty much random. sorry that it is wasting your time!
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lol, speaking of, i uploaded the first windows alpha of convexer today https://www.harrygodden.com/convexer.php and thank you :]
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yay. map published
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https://twitter.com/hgodden00/status/1514239593339666436?s=20&t=Vez2LBcs6ZwWpHXCntUHRA guys i made it look cool graphics and stuff pls retweet i need attention xx
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Turns out I will be releasing these tools, its called Convexer, and has some new fun features Overview: It will be available soon from here: https://harrygodden.com/convexer.php
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https://code.blender.org/2022/02/layered-textures-design/ Some very exciting features being designed here. I can't see it replacing the need for Substance products of course, but super useful for small tasks it seems like a great idea.
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I love that they did this so much, I think Gabe wins wholesome award 2022.. Can't wait to get one of these some day
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first pass on interiors pretty much done note above screenshot is in blender since i havn't finished writing a material compiler, but if you are curious this is how it looks in game: the big ball thing also moves about too: Peek 2022-02-22 21-46.mp4
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making a skybox, takes fucking forever to render into unlit textures. still needs stars and that where its just purple currently but happy with it 0001-0120.mp4 @csWaldo I would have mentioned sourceops, but it doesnt support exporting UV's on brushes and the displacement method is a bit wonky ( i mean, it was based of my original version ). So those features have questionable utility to be honest.
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looks like a nice design, get some walls on it and test :] I wouldn't worry too much about fine timings or how the utility works just yet; most important to make the spaces feel natural in size and proportion, which can be misleading to gauge this without the vertical bits in place
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maybe in the future there will be a proper release, but cant promise anything.. the source code is public here tho: https://harrygodden.com/git/?p=hcsgo.git;a=tree. warning its heavily written for my workflow and currently the script (at least, large chunks of) only work on linux
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yea very similar idea to that, i taped together some of my old programming projects to export everything from blender as brushes/displacement. Hammer is almost unusable for me on my OS so this was the best workaround i can come up with.
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making this future skyscraper pendulum type place. it will be for 2v2 mostly a proof of concept, since it was made without opening hammer at all.. we'll see how the rest goes.
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Full blown games, with a programming language that runs 300,000 times slower than the already offensively bad mono runtime?
