I also am getting more motived to continue creating Fruity Music, I just have to get the idea end flowing, too.
The text-based RPG is at a point where several things need to be done, fairly straightforward-ish, but I'm avoiding them and working on the next thing I'll mention.
I'm taking my OpenGL 3d platformer code and I'm gonna tweak it more, make it more efficient and powerful, and make a straight-up 3d skill-based platformer. I'll probably keep a fair amount of updates here in this very blog, O my brothers. Here are some screens of the latest iteration of the MadGL's capabilities.
Here is an example showing the shadow-casting system, some bad texture filtering problems, and a general idea of the graphical capabilities. All cube or rectangular prism-shaped objects are solid and collision-detected against the camera. The models are not physical as of yet.
Here is higher in the level, when you come into view of the cars on the overpass. You can see the floating platform(overpass). The car models are sporting a (VERY) rough shading system, to communicate some depth rather than a blob of yellow.
This is the level designer in about it's 4th iteration. the thickness of the line denotes height(from bottom of it to top of it) and green lines denote non-solid objects.
This is the 3d level previewer. It does not apply textures to conserve memory and allow rapid previews. Somewhat difficult to use in this state, allows for cycling through the objects one at a time, the view is not adjustable, something that will surely have to be remedied soon.
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