I finally have the 3d angular momentum equation down on paper! The equation
now includes variable mass. Holy! And yes, I will recompute the inertia tensor
each timestep, but not only that, I will also compute the time derivative of
the inertia tensor each timestep! How about that? That's pretty much a
criminal offense!! xD
Now I have to code it all up. If everything works out in code as well, I think
my equations here are one of the most, if not the most, accurate 3d rigid body
equations ever coded for video games.
Yielding what? Well, the linear momentum equation yields awesome motion of a
given rigid body under the applied forces. But much more important is the
angular momentum equation, which gives us the rotation of a rigid body under
the applied forces. This equation seems to be not treated carefully and as
such is actually the reason why rotations of 3d rigid bodies do suck in games.
They are often either too fast or too slow and often do not include proper
gyroscopic effects (rotation about an axis can induced a rotation about another
axis depending on the mass distribution with respect to the axes and the
angular velocity). That's at least something that takes me out of the loop
way too often, if objects do spin unnatural somehow.
With my attempt here, I now hope to capture all of these awesome rotations!
I finally have the 3d angular momentum equation down on paper! The equation
now includes variable mass. Holy! And yes, I will recompute the inertia tensor
each timestep, but not only that, I will also compute the time derivative of
the inertia tensor each timestep! How about that? That's pretty much a
criminal offense!! xD
Now I have to code it all up. If everything works out in code as well, I think
my equations here are one of the most, if not the most, accurate 3d rigid body
equations ever coded for video games.
Yielding what? Well, the linear momentum equation yields awesome motion of a
given rigid body under the applied forces. But much more important is the
angular momentum equation, which gives us the rotation of a rigid body under
the applied forces. This equation seems to be not treated carefully and as
such is actually the reason why rotations of 3d rigid bodies do suck in games.
They are often either too fast or too slow and often do not include proper
gyroscopic effects (rotation about an axis can induced a rotation about another
axis depending on the mass distribution with respect to the axes and the
angular velocity). That's at least something that takes me out of the loop
way too often, if objects do spin unnatural somehow.
With my attempt here, I now hope to capture all of these awesome rotations!
First off, the use of a rocket here serves just as an example, it offers meWhy does the shape/mass of the rocket change? ...
That's a different context. When I say the rocket loses mass, it loses an... Isn't it easier to use a rigid body/joints approach?
Problem is, I'm already over-inspired just by my own stuff. I would actuallyHave you tried Kerbal Space Program? It might be fun or inspiring for you even without certain features you may strive for.
Goddamn this looks goodFound a junk heap. Or maybe it's some kind of pack rat's lair..
I also made another gif that demonstrates combat against a different type of enemy than I've shown before. I think it's probably too big to embed so I'm just linkin it:
http://www.ghostsonggame.com/miscd/tdroid.gif
There aren't a lot of mecha/droids in my game, only those leftovers from various expeditions to this dangerous world through time. Things always seem to end the same with those.
Damn. This gif just sold me on the entire game.
Goddamn this looks good
Thanks guys.
Tying up some old loose ends this afternoon.Here's something different.
Hard to believe this was done in Stencyl! The small effects complement each other really nicely - the clouds passing by, the shaking screen + electricity + flickering helmet, and the floaty particles... gotta appreciate all those little details seen in such a short animation.
Here's some drawings I did for the human characters of ghost song, because I'm about to work on the part of the game where they appear. It'll take me a while to do the game art and all the animations for them, but hey, it always does.
These look quite nice! A couple of things:
Be careful with your first character (the one with the onsie tied around her waist). Because of your colors and silhouette, you're veering into "Chell" territory.
Also, I'd recommend making your characters arms a hair longer, as they're a little short at the moment. When extended, human hands end just a little above the knee.
That said, the game looks great, especially liking the last Gif you shared
Am continuously amazed how much emphasis we put into all of this, into videoDID IT! Any arbitrary number of soldiers and structures, correctly sorted from back to front, and all shadows falling correctly on all surfaces.
This is really the culmination of a LOT of research, asking for help, and weeks of experimenting. Doing what I'm doing is extremely weird, so I'm really happy it worked out. ...
I'm trying to implement an entirely custom rendering pipeline in Unity.
I want to have dynamic global illumination. I'm working on an implementing one of the Dachsbacher papers, for single bounce indirect lighting (high and low frequency).
After yonks and yonks of painful shader debugging I've gotten this far:
It's obviously not quite right - the influence of reflected light from the floor is rather overwhelming compared to the walls - but it's the 'most right' I've got it so far.
My question - does anyone know if anyone is trying to do similar, or already has done? I've tried to find an off-the-shelf solution in vain. It would save a lot of hassle if there was something out there working and tested.
Well what paper exactly are u trying to implement here? Splatting Indirect Illumination, Refelective Shadow Maps or another one? I've implemented a bunch of them for my bachelor thesis leading up to Light Propagation Volumes. I still got some GLSL code and an OpenGL Project aswell. Im sure i can help u out if u have any specific questions. If ur interested just hit me up.
You are actually supposed to draw multiple sprites between Begin() and End().
Question for the people who worked with XNA before:
How bad of an idea is it to draw all the sprites on the screen at once? I mean calling SprBatch.Begin() and SprBatch.End() only once (for the objects mainly, maps and HUD will be done separately probably). The way I was doing it (since I saw it done like this in many places) was calling Begin() and End() for each sprite that was going to be drawn. However this would not really let me use the depth buffer (and sorting the list is quite slower). Since my game is top down (edit:isometric actually) I could really benefit from this, but I'm sure there are at least some downsides (can't practically use shaders? I'm not entirely sure).
And I was doing this to an extent, but not 1 call for every sprite on screen. I guess I was just wondering if there was any heavy downside.
Snails is getting featured on the brazilian Windows Phone store!
For what I've read, this picks are not random, they select only games that are worth it. This is good. Let's see how many downloads the game will get.
It's nice to see my game on the same page as Angry Birds Star Wars!
Screenshot saturday?
Here's something different, one of the rare surface areas of the game. And the world's kinda floating away.
There's a mutant witch in the area. Destroying her makes all these floating things drop, which is kinda neat, but potentially also permanently removes pathways to optional areas.
I know, sheesh, some of us are trying to go into this game blind! Who does this poster think they are.Spoilers, damn.
Looks amazing. I really can't wait to play this. I would probably shoot for Greenlight or something if I were you.Screenshot saturday?
Here's something different, one of the rare surface areas of the game. And the world's kinda floating away.
There's a mutant witch in the area. Destroying her makes all these floating things drop, which is kinda neat, but potentially also permanently removes pathways to optional areas.
So incredibly psyched, right now Tim (one of the two other people working on Cactus with me) is at AVCon showing the game publicly for the first time, and next weekend we will be at PAX Aus
Now I just need to figure out how to let some journalists know...
Assault Android Cactus at AVCon
We should learn Ace together also, download the Ace packs and music packs since they're cheap. I downloaded modern tile set, might use them with custom tile sets.RPG Maker VX Ace 66% off on Steam lowering it down to 23 bucks. I wonder if I should jump at that price and learn to do sprite art.
EDIT: Got it.
Screenshot saturday?
Here's something different, one of the rare surface areas of the game. And the world's kinda floating away.
There's a mutant witch in the area. Destroying her makes all these floating things drop, which is kinda neat, but potentially also permanently removes pathways to optional areas.
We should learn Ace together also, download the Ace packs and music packs since they're cheap. I downloaded modern tile set, might use them with custom tile sets.
Silo 2 is currently 29.99, construct 2 59.99 and art rage 4 is 24.99
We should learn Ace together also, download the Ace packs and music packs since they're cheap. I downloaded modern tile set, might use them with custom tile sets.
Silo 2 is currently 29.99, construct 2 59.99 and art rage 4 is 24.99
For a complete newbie, is RPG maker better than Gamemaker? I'm not really sure if the added freedom/flexibility in Gamemaker would be good for me as a beginner. Then again I'm sure I'll want to branch out from RPGs at some point.
Edit: I did read the op as well, just conflicted is all.
Please reconsider that. Don't punish your player for advancing in the game.