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Chibi commuter Peugeot 205 GTI took a wrong turn somewhere...Â
Having fun with creating proper materials, and this terrain shader with realtime GPU-based deformation for wheel tracks, etc.Â
(Sand doesn’t really get muddy like that when it meets water, but looks more fun this way...)
Normal-mapped dust particles.
A pair of screenshots demoing the current (realtime) lighting in the game. There’s still quite some way to go, but I’m really happy with how it’s turning out.
Mecanim system experiment. It’s so much fun! 2D mapping of joint animations is such a powerful thing. Made some autonomous bot teams out to search & destroy one another. Inverse kinematics for aiming, blending to the appropriate pose or walk cycle depending on look/walk direction. Each team of bots also has a shared experience memory for position and vision, with an internal motivation to walk towards unvisited areas and look in directions they haven’t looked before. Makes them pretty good at overwatch and clearing rooms.Â
Here’s a first development screenshot! Testing the building system with some placeholder art assets.Â
Been working on this project since last year, and it’s finally turning into something worth showing publicly. It’s still just an early prototype, but almost all of the core game mechanics are in place, along with netcode. Fun times!
First steps generating realtime city lights. Totally inspired by GTA V. I should make a basic road network generator to align the lights in a way that makes sense, instead of just randomly plotting them.
In motion here:Â https://vimeo.com/77591151
Realtime circular scanlines.
Experimenting with the three.js library, made a random star cluster generator with random names and taglines. Use Chrome to try it out here. (Reload the page to make a new cluster)
Sweet glitch. Experimenting with using bitmaps as UVs. (thanks Rasmus!)
Screenshot of experiment in blending props into the environment. 128x128 occlusion map, madly unoptimized.
Screenshot of a quick illumination test, recreating Kevin Cooley's work in Unity. The main texture shader needs some tweaking.
Noisy 2-color texture map, no anti-aliasing.
Designing a lightweight mount for an electronics project. X-ray mode makes it all look supremely techy.
First 'official' screenshot of Picnic GT's current progress!
Experiments in post-processing, using scanned watercolors as snow/weather/wind. Let's see if I can get this style running in realtime.Â
Can't shake this arctic theme game concept I have in my head. Doing some landscape renders to see if I can buy myself some time before I really need to do something with it.