04-10-2025, 03:36 PM (This post was last modified: 04-11-2025, 04:38 PM by Marcus.)
I'm doing "a micha" here and post about a future game, so that you don't think I've died.
Progress is really slow (I'm very busy). But here are three really weird robot enemies from rw3 (robowack 3). I recorded them before drawing their "final" textures and after doing so. I always start with a dummy texture, where I mark all different areas of the model.
They may look kind, even cute. But they're evil af.
(04-10-2025, 03:36 PM)Marcus Wrote: ....
I recorded them before drawing their "final" textures and after doing so. I always start with a dummy texture, where I mark all different areas of the model.
...
I'm really glad to hear that Robowack 3, using the S3D library, will be released soon! Your 3D model looks fantastic — I can see you've put a lot of effort into the shading, lighting, and texture effects. The details really bring the model to life and make it very impressive.
I'm also curious — does the S3D library support shading and lighting features out of the box, or did you implement those effects yourself? Either way, it's really inspiring to see what's possible with this engine.
I'll be waiting patiently for the release. Keep up the great work — I'm sure many people, including myself, are excited to try it out!
(04-10-2025, 03:36 PM)Marcus Wrote: ....
I recorded them before drawing their "final" textures and after doing so. I always start with a dummy texture, where I mark all different areas of the model.
...
I'm really glad to hear that Robowack 3, using the S3D library, will be released soon! Your 3D model looks fantastic — I can see you've put a lot of effort into the shading, lighting, and texture effects. The details really bring the model to life and make it very impressive.
I'm also curious — does the S3D library support shading and lighting features out of the box, or did you implement those effects yourself? Either way, it's really inspiring to see what's possible with this engine.
I'll be waiting patiently for the release. Keep up the great work — I'm sure many people, including myself, are excited to try it out!
No, there's still no support for any form of lighting/shading What you see here is just static effects on the textures, created in the gimp using bumpmap filters. I still haven't decided how lighting should work, but most likely i'll mimic legacy opengl.
05-01-2025, 02:44 PM (This post was last modified: 05-01-2025, 02:52 PM by Marcus.)
Progress is really slow, sorry. But today I programmed the enemies that I showed you in my previous post. I've also added some nice features to s3d and enginea. Among all, you can set a light (just a color) for a sector in the enginea editor. This light affects the sector and all the objects in it. You can see that when I enter a darker area in the video below.
As you can see, I'm using a hitscan weapon here (no projectiles). The code for that, useful for pistols, machineguns and such, is not part of enginea, but you can ofcourse re-use it when I've finished this game and published the code for it.
Nice! That hitscan system sounds solid—perfect for reuse in games that needs quick gunplay.
It's impressive that your hitscan weapon code will be reusable across different games written in N7.
Hitscan mechanics are part of popular games like Call of Duty, Valorant, Overwatch, and Counter-Strike. ...or perhaps some classic games like Quake III Arena or Half-Life 2.