Dev of Hadostruct, a submarine sim and exploration game.
Looking around maintains more complex positions like the crouch, and still keeps the hands always pointing exactly where I expect them to be when the player is using them.
#gamedev #indiedev #screenshotsaturday
Looking around maintains more complex positions like the crouch, and still keeps the hands always pointing exactly where I expect them to be when the player is using them.
#gamedev #indiedev #screenshotsaturday
Today I networked the left/right arm controllers, so now you can be pointed at by your friends!
#indiedev #gamedev #screenshotsaturday
Today I networked the left/right arm controllers, so now you can be pointed at by your friends!
#indiedev #gamedev #screenshotsaturday
Which worked, but it was a bit pixelated and couldn't go any lower than 1/2 resolution without looking really bad.
The new system looks better even at 1/4 or lower, and runs faster.
Which worked, but it was a bit pixelated and couldn't go any lower than 1/2 resolution without looking really bad.
The new system looks better even at 1/4 or lower, and runs faster.
If you have a smooth-shaded non-segmented mesh, you can copy the normal data over from that to a segmented mesh using a Data Transfer modifier in Blender.
Messing with normals can achieve a lot of fun effects!
If you have a smooth-shaded non-segmented mesh, you can copy the normal data over from that to a segmented mesh using a Data Transfer modifier in Blender.
Messing with normals can achieve a lot of fun effects!
The end result is pretty fun, being able to 'pull apart' what looks like a single mesh.
#gamedev #indiedev
That's enough of a thread on the lighting for now. It's very fun to look back on how it's shaped up!
That's enough of a thread on the lighting for now. It's very fun to look back on how it's shaped up!
So it also supports water volumes that can be filled and emptied. That way individual rooms can flood and the lighting will work fine between them!
So it also supports water volumes that can be filled and emptied. That way individual rooms can flood and the lighting will work fine between them!
I have a 'water plane' for rendering the foam on the top of the water, but all the lighting effects are part of the base shader.
I have a 'water plane' for rendering the foam on the top of the water, but all the lighting effects are part of the base shader.
I'm really happy with where it's at now! Light changes color as it passes through liquids, which has some really cool effects.
#gamedev #indiedev
Here's a video of testing I was doing today with IK pointing.
#gamedev #indiedev