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Re: What's everyone working on? (tigsource inspired)
Posted: Mon Sep 18, 2023 12:52 am
by Sodium
Looks really good! I'll keep an eye on it.
Instead of making games I keep fooling around creating tools, its so much fun.
This a map editor for my 3d sokoban, made thanks to g3d lib.
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Re: What's everyone working on? (tigsource inspired)
Posted: Wed Nov 29, 2023 7:15 pm
by soulmata
Preparing to transition from EA to full release. I'm about 18 months in and we're approaching the finish line.
We had a very popular streamer pick it up for us not once but twice this year, and the immense feedback we got from that has driven us to get it over the finish line.
Endless Dark on Steam if you are interested.
Re: What's everyone working on? (tigsource inspired)
Posted: Tue May 21, 2024 4:59 pm
by UnixRoot
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Trying to render procedurally generated, animated clouds and fully destructible terrain that can collapse. It's all per pixel CPU based frame buffer stuff, no GPU involved.
Re: What's everyone working on? (tigsource inspired)
Posted: Sun May 26, 2024 12:21 pm
by Froyok
It has been a while since I posted in here.
I have been working for more than a year on my own 3D game engine (named "Ombre"), built on top of Löve.
Rough overview of the features I have currently:
- Dynamic lights (point, spot and directional light) all with casting shadows (via shadow volume)
- Fill lights combined with HBAO to fake bounce lighting (GI)
- Physically based Rendering (IBL, using Burley as the diffuse BRDF, also looking into Oren Nayar).
- Opaque, Emissive and Transparent shading/rendering
- Analytic and also screen-space based Fog
- Advanced post-process stack:
- FXAA (both HDR and post-tonemapping versions)
- Bloom (soft and streak version)
- Screen based lens-flares
- Bokeh DOF
- Chromatic abberation
- Image grain, vignette, sharpen (AMD CAS)
- Everything is dynamic currently, nothing is baked.
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Re: What's everyone working on? (tigsource inspired)
Posted: Thu May 30, 2024 9:29 am
by Hugues Ross
Damn, nice work! Looks great so far
Re: What's everyone working on? (tigsource inspired)
Posted: Thu May 30, 2024 10:21 am
by zingo
Very impressive Froyok, that looks absolutely glorious. I didn't know the love2d framework was capable of producing something so detailed
Some time ago I was going to use a 3d engine myself (godot, I think), but ultimately decided against it, because building a full 3d game looks so...mind-boggling complicated
(also, I want my first game to resemble something closer to what I would have played growing up, and the fifth-generation consoles were just coming out by the time my childhood was already a distant memory.)
Keep up the great work
Re: What's everyone working on? (tigsource inspired)
Posted: Thu May 30, 2024 7:09 pm
by Froyok
Thx !
zingo wrote: ↑Thu May 30, 2024 10:21 am
because building a full 3d game looks so...mind-boggling complicated
I won't lie: it's not easy !
I'm trying to keep the complexity down. I know well enough I won't beat Unity or Unreal, so I'm tailoring the engine (and the project I will built on it) carefully.