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What are you working on?

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I am currently working on a very interesting storyline..... That is all I can say for now! =D

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I'm building my hometown's church out of legobricks, the tower is done and it's about one meter high. I ran out of bricks and I'm waiting for the next ones I ordered. Don't have picture of it because my digicamera decided to take only totally black pictures for some reason.
Also I'm programming a minecraft stylish terrain with C++ for fun.
24897076.png

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Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.


[attachment=2401:supernatural_shot.png]

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Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.


[attachment=2401:supernatural_shot.png]


Very cool, have you made any progress on this?

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Currently just got picked up on a project as a System Design Lead... though were still in concept :-)

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Doing way too many things at once O.o

SprintZ (as everyone/everything) -- working on coding (TPP "platrofmer")
Stormwave (as writer) -- writing branches from a seed story
Lyco Stories (as writer) -- waiting for my story to get coded by the programmist

And a few more. Plus full time job. I'm so socially dead T_T

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[quote name='Endurion' timestamp='1306095057' post='4814332']
Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.


[attachment=2401:supernatural_shot.png]


Very cool, have you made any progress on this?
[/quote]


It's a ongoing work. I've had a very talented graphician make new sprites and charset and am currently putting the new stuff in.

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I am currently working on a casual puzzler based in a firework factory where crates have to be kept in motion on conveyor belts. Destroying the crates results in particle based explosions, the particles being destructive to other crates which can cause recursive mayhem.

I am currently hampered by my inability to find an artist or musican, though although the gameplay is practically complete...

Screenshots below.

ff0.jpg ff1.jpg
ff2.jpg ff8.jpg

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I had a few weeks off earlier this summer and, while looking for something to do, stumbled across the PlanetCute prototype art assets. I liked the look of them and was able to produce some nice-looking alternative versions with some fiddling, so I decided to take them and push them to their limit.

The result is a pretty cool terrain and map system that I really want to use to produce a high-quality game when I get the time next semester. The terrain is randomly generated, and the generation algorithms are exposed in Ruby scripts, so the end-user has total control over how the terrain is produced. It features a generation pipeline where the terrain dataset is operated on by a sequence of operators, each implemented in a Ruby script. The current algorithms are fairly innovative: noise comes from a randomized plasma fractal; mountainous and flat regions are produced using a Voronoi tesselation; and water and sediment are propagated using a cellular automaton simulating thermal erosion.

What you can't see in the pictures below is that the terrain has over 15 million blocks, the trees sway in the wind and their leaves rustle, the grass waves in the wind, and the water is fully animated using a neat effect that I've never seen before where the individual blocks move up and down to produce actual physical waves. There's some basic and high-performance shadowing going on as well, and leaves blow off of trees and pass over the terrain in the wind. A feature that is partially implemented and is not shown here is sheets of rain simulated with basic fluid dynamics rushing across the screen and whipping around trees.

As for what I'm actually working on right now, I'm doing research in mathematics involving transferring de Rham cohomology and basic Hodge theory to fractals like the Sierpinski gasket which lack a manifold structure.

922CYh.jpg

9xtl4h.jpg

a138fh.jpg

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downonthefarm.jpg
Heres a game I started last week, Its practically finished now. Just need to do the finishing touches & expand on things eg more levels & play test.
Im itching to start on my next game. Gonna be an arcade game like rubiks cube but the aim is to make the cube disappear (actually theres not much in common with rubicks cube, hmmm)

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Hey,

I've spent the last 5 months on a Milkdrop clone (the music visualiser in Winamp).

Rendering happens via DX11. The equation solver works via DirectCompute or via C++ (slow). But it all still needs some work (compilation of the compute shader takes a relatively long time, so i need to put that in threads etc etc, lot of small things)

My plan was to convert it to opengl/opencl for mac os x, but it took me already so much time that i'm currently concentrating on some other smaller projects.

[media]

[/media]

lithmilkscreen2.jpg

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I'm working on a series of projects myself.


[size="6"]There's No Place Like Homeless:

Summary:
Homeless is about a loveable Bum who has gotten himself in an unlovable situation.

In this 2D side-scroller, you play as the Bum who is trying to find his way out of Somewhere City. It has recently become illegal to be homeless and those who are must be captured and arrested. Our Bum has too much soul to be captured. So he sets out on a risky escape so that he can be free.

Old Teaser:
harbor10.png

Recent Video: (Sorry for the bad quality. It runs at a smooth 60 fps.) Video may also take time to load.
[media]http://dl.dropbox.com/u/1333628/TechVids/Homeless/First_Homeless_TechWorld.swf[/media]

If it takes too long, here's a direct link:
http://tinyurl.com/3h7xme2

Link to the blog: http://supercuriosit...g.blogspot.com/

[size="6"]Salem (Overall design still in progress.)
Just a Tech Video - Showing off water I added -
[media]http://dl.dropbox.com/u/1333628/TechVids/Water_Effect_Pt1.swf[/media]

If it takes too long, here's a direct link: http://tinyurl.com/3o4j7rd

[size="6"]Mr Caffeine's Time Machine - THE GAME
Based on my somewhat-popular E3 remix of Mr Caffeine here, I decided to make a quick retro game based off of him with an 8-bit version of the tune here. Still in progress (Just working on this with the spare time I have).

Screenshot:
Screen_1.png

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I'm working on a planet renderer (Yes, another one :D) it's in a pretty bad state at the moment, I have alot of things left to implement and fix before I can post a screenshot, should be in the next few weeks though hopefully!!

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Untitled-1.jpg
I was a bit bored so I started on a voxel renderer today ( a couple of hours work ).
Im quite pleased with the blocky look (its more pleasing than I thought it would be) theres an old game of mine that would fit this style of rendering.
Unfortunately the game is very CPU intensive & I'll be using javascript

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I'm actually not working on any games right now. My current project is a solar-powered water desalinization system. I have an idea for how to build paraboloid mirrors and sun-tracking systems very cheaply, so I will be trying it out pretty soon (i.e. as soon as I get my first pay check at my new job so I can buy supplies).

Even if this is a lie, that's just cool to hear.

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Three major things underway here, and they will get done if I can stay focused! Alexandria is very nearly complete and needs testing, the others are underway.

Alexandria, a set of Java libraries: (more details can be located by following the tech.wishray.com link in my sig)
  • Simple Sound Support (SPI, java.sound.sampled based, called Copernicus)
  • Simplified OpenGL 2D Video (JOGL based, called Galileo)
  • Basic Networking (derived from Jexxus, called Kepler).

    HiPOW, a Hashcash inspired Proof of Work system for the network library above, which is for the game below:

    Starlok, a game not unlike minecraft in space, where you hack an alien network and use their society as your play thing - really a 2d strategy meets sandbox meets Elite kind of deal.

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I am currently working on a Planet renderer uses a geomipmaps for the terrain, and realtime atmospheric scattering, water and clouds are a bit crappy at the moment, but i am getting there i have just managed to get the fps from 20fps to max of 150fps so still heavy work in progress. But thought i mite post some screenshots. :)



screeny80.jpg

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