New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!

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137 comments, last by gooncorp 10 years, 7 months ago

if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.


Best solution for this would be the logarithmic Z-buffer. Check this link out:
http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/[/quote]
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.
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[quote name='Tordin' timestamp='1336484114' post='4938370']
if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.


Best solution for this would be the logarithmic Z-buffer. Check this link out:
http://www.gamedev.n...-artifacts-fix/[/quote]
[/quote]

Yeah, thats one smart way of doing it. probably better than resizing and so on.
"There will be major features. none to be thought of yet"
ok will look into. thanks for the direction and link :)

heres some laser stuff:

you should realy start polishing stuff into something that looks super awesome!

get some artists working on your game and so on.
"There will be major features. none to be thought of yet"
I like the laser test, that's some cool physics there. Are you using Unity?
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.
thanks

and yes Nick it is Unity :)

I still only have the free version, I am trying to get some money to get pro :(

heres a missile test:

That's a pretty explosion but IMO it needs to happen a lot faster than it currently is. Perhaps add a faster explosion on top of that and leave the current effect as particulate smoke from the aftermath, slowly drifting outwards?

What's the difference between Unity and Unity Pro? I've never really looked into the engine before, is it additional features? Or a royalty system?
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

That's a pretty explosion but IMO it needs to happen a lot faster than it currently is. Perhaps add a faster explosion on top of that and leave the current effect as particulate smoke from the aftermath, slowly drifting outwards?

What's the difference between Unity and Unity Pro? I've never really looked into the engine before, is it additional features? Or a royalty system?


roger that will work on the explosion. unity pro gives you profiler, dif shaders, effects, access to game engine code, render to texture, hdr, and a few other things.
once you get the pro version anything you make is 100% yours. the pro costs around 1500 dollars i think.

heres a quick first person weapon script i threw together :

That's pretty cool, can you write in any language you please or is it restricted to one or two?
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.
something that might really help with your particles is if you used the depth buffer to blend them in with the floor, to avoid that sharp cut off, it shouldn't be difficult to implement but makes a big difference!

http://blog.wolfire.com/2010/04/Soft-Particles

compare the 1st two images there... worth it in my humblest of opinions

and @nickUdell you can write your scripts in c#, javascript or boo

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