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nim



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15th July, 2015 at 15/07/2015 16:23:21 -

That's really nice, Sketchy! I like how the light also highlights the edge of the objects in the room (is that deliberate?)

 
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Sketchy

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15th July, 2015 at 15/07/2015 19:16:03 -

Thanks
...and no, that's not deliberate - it's a bug that I'm struggling to fix!


EDIT:
Here's a usable version of the shadow shader: http://1drv.ms/1HvvyDt (works better with a smaller light radius)

Edited by Sketchy

 
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Noisy



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28th July, 2015 at 28/07/2015 16:27:17 -

Hi!

Now I'm working in this dungeon crawler... It might be ready within the month

Image

Image

 
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AndyUK

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29th July, 2015 at 29/07/2015 01:57:33 -

Good luck with it noisy,

 
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Dr James 2



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29th July, 2015 at 29/07/2015 16:20:13 -


Originally Posted by Sketchy
I fixed all the bugs in the quadrilateral deformation shader I was working on (see above), and added the texture offset and lighting options from Werbad's 3D shader, so it's quite a powerful shader now
Download: http://1drv.ms/1SggQD1

I've also been working on a shadowcaster pixel shader:
Image
It's not totally finished yet, but it seems to work moderately well...


Good heavens!

 
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Willy C



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29th July, 2015 at 29/07/2015 19:01:35 -

That is one nice looking shader!

I've been working on this thing for mobile. Should be out sometime in September.
Image

 
http://www.robocaptain.com

Sketchy

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30th July, 2015 at 30/07/2015 11:09:31 -

Looks good!
I think you need to make the camera movement a bit smoother though - the player character moves a bit too quickly and changes direction too often for you to just always centre the camera on him. You really need to give the camera a bit of inertia.

Anyway, this is what I was working on:
Image

It's a 3D cube (if you wear red/blue glasses, obviously). For some reason, the 3D effect only seems to work when it's in motion. Of course, my eyes are pretty messed up, so it might not work at all for other people...

 
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Dr James 2



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1st August, 2015 at 01/08/2015 14:15:21 -

Here is a little vine from Stratonauts, playing around with time scaling. http://goo.gl/iofAwy

Edited by Dr James 2

 
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AndyUK

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2nd August, 2015 at 02/08/2015 00:45:13 -


Originally Posted by Dr James 2
Here is a little vine from Stratonauts, playing around with time scaling. http://goo.gl/iofAwy

And explosions by the looks of it.

Edited by AndyUK

 
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Airflow

imafirinmahlazr

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9th August, 2015 at 09/08/2015 12:12:10 -

Thanks for the shader sketchy! I've been making this with it in mmf2, not sure what will come of it.



It should be able to handle about 1000 of these square thingos.
I could do triangles too but they texture funny. I will probably add support later as that's as good as it gets.
It really needs a good 3d editing interface. Anyone have any ideas for input?

Edited by Airflow

 
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Sketchy

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9th August, 2015 at 09/08/2015 19:20:51 -

Nice "Qolygons"!
I don't know if you're interested in making an actual 3D engine, but I originally made the shader at the request of someone on the clickteam forums, called Schrodinger - and this is what he's using it for:


http://community.clickteam.com/threads/93442-P3D-project-status-update?p=670609#post670609

Maybe you guys could collaborate on something..?


 
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UrbanMonk

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11th August, 2015 at 11/08/2015 19:31:52 -

Man I remember the days where scrolling was impressive.

I you could make a 3D engine in Klik & Play that'd be great.

 
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Airflow

imafirinmahlazr

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12th August, 2015 at 12/08/2015 03:42:28 -

I tried to make one in TGF-1 but there's not enough alt values lol

 
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Dr James 2



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12th August, 2015 at 12/08/2015 15:52:05 -

Have you guys even heard of Jamagics? It's like KNP but 3D. Gonna change everything that.

 
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Airflow

imafirinmahlazr

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20th August, 2015 at 20/08/2015 10:38:10 -

I think I will scrap my 3d engine because the quad-deform is insufficient to correctly render 3d shapes. There's a major technical limitation regarding co-ordinates appearing behind the camera. Basically you can't implement a frustum.

Imagine standing the middle of a massively wide 4 point polygon extending near infinitely into the distance. You would think the only way to fill the screen with the quad-deform is to stretch the remaining 2 points as far as possible, but in this configuration it's only possible to fill half the screen.

We need an deci-deform to do frustrum clipping, where you set 12 points for the perimeter, and an additional 8 texture offsets!
Sketchy has informed me no more variables can be added to the shader!

The end.

Edited by Airflow

 
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