Harry Godden Posted June 1, 2022 Report Posted June 1, 2022 (edited) 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 Edited March 4, 2023 by hgn name Vaya, Mr.Yeah!, blackdog and 2 others 4 1 Quote
Harry Godden Posted June 20, 2022 Author Report Posted June 20, 2022 (edited) sitrep: ramp island Edited June 20, 2022 by hgn leplubodeslapin, Jim F Kennedy, Lizard and 5 others 7 1 Quote
AlexM Posted June 20, 2022 Report Posted June 20, 2022 Whoa that painted look on the terrain looks amazing! Nice work! Harry Godden and cruptor 2 Quote
Harry Godden Posted September 15, 2022 Author Report Posted September 15, 2022 (edited) 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: Spoiler pretty happy with performance and simulation quality at this point. only a few shapes left to add Edited March 4, 2023 by hgn AlexM, Evert, Radu and 2 others 2 3 Quote
Jim F Kennedy Posted September 16, 2022 Report Posted September 16, 2022 Beauuuuudifuuuul... Harry Godden 1 Quote
JimWood Posted September 16, 2022 Report Posted September 16, 2022 Looks great mate! Harry Godden 1 Quote
AlexM Posted September 27, 2022 Report Posted September 27, 2022 Is this running in a particular engine or is this a custom job? Quote
Harry Godden Posted September 28, 2022 Author Report Posted September 28, 2022 6 hours ago, AlexM said: Is this running in a particular engine or is this a custom job? 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 Jim F Kennedy 1 Quote
AlexM Posted September 28, 2022 Report Posted September 28, 2022 16 hours ago, hgn said: 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 Awesome, that's a great way to go. I shipped my first console game that way Sometimes things are easier without an engine. Harry Godden 1 Quote
Harry Godden Posted March 4, 2023 Author Report Posted March 4, 2023 (edited) 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 Edited March 4, 2023 by hgn leplubodeslapin, NikiOo, Mr.Yeah! and 5 others 8 Quote
AlexM Posted March 10, 2023 Report Posted March 10, 2023 I"m sure I'm displaying my ignorance but in a forward renderer is it one draw call per light that affects a surface? Quote
Harry Godden Posted March 10, 2023 Author Report Posted March 10, 2023 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 AlexM and JustFredrik 2 Quote
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