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So, watcha working on? Sticky

A topic by Gaeel created May 19, 2016 Views: 1,317 Replies: 26
Viewing posts 1 to 20

Reply here with what you'll be working on


I'm going to try to make a pen & paper level editor. You sketch out a level on a piece of graph paper, and a piece of software converts it into a digital level layout.


I started working on a tool this week, and when I saw your post I figured I might as well submit it to this jam for extra motivation :). I ported over an Entity/Component framework for LibGDX I wrote during LD to my utils library, and I'm now adding a editor to this. The goal is to make something Unity-like, where you can edit abritrary field of the game objects. I'll try to make is as user friendly as possible, so that maybe other people start using my library.

Screenshot of what I have so far


I think I'm going to put together a DLL library for mathematics calculations that I tend to use or see others use in game development. Things like linear functions (the whole idea was over the fact that I had to go and look up the slope point form... again), parabolas (the aiming a ball in an arc problem), the quadratic formula, and other such problems. My main goal is to make something accessible over multiple languages and engines, mostly. I'm still gathering a list of all the problems I want to add.


As someone who spends most of their dev time looking up math formulas, I second this motion!

I'd love to hear which ones you have to look up repeatedly over time, or ones that tend to be the most problematic.


The ones that pop into mind right now are...


  • line-line
  • line-circle

Rotating a vector (2D and 3D)

Projecting point to line and point to plane

Finding shortest angle between two vectors


I managed to get this working

A Unity script that allows you to record your game, then as soon as you're done throws the whole clip into VirtualDub in which you can export


I'm going to try and improve upon this procedural music generator:


That's ultra cool! I just checked out and it made a lot of cool tunes, I love this kind of stuff :D


Hey man, have you done something with that project? :D

Hey all. I don't have much experience working with Unity but I do have a library (Github) I want to cleanup and upload. Basically it makes the process of creating UI components easier and xml driven. I did this so I could create my developer art UI and the artist could provide better graphics with minimal effort.

I also have a spine content processor that takes care of bringing in all the necessary assets. I will be converting these projects to universal libraries and uploading them this week. Hopefully it will be of use for someone in the community.

I'm building an isosurface/signed-distance-field modeler. Greatly inspired by Destiny's "MashUp" tool and Spore's creature creator.

Aside from traditional isosurface shapes, I'm also including spinal/caudal (like Spore's spines or zBrush's zSpheres), and generating SDFs for polygon meshes (also loading any bones that may be present). The main point of the tool being creating (or loading) pieces and creating rigged characters/creatures quickly. Loaded polygon meshes can be applied AFTER the initial contouring is complete through CSG (or just used explicitly as is) to enforce the use of the exact mesh.

Hopefully I'll manage to come up with time to implement projection sculpting and painting. With the majority of the contouring and surface generation already done I've just been putzing on getting around to doing the GUI and binding all the C++ to C#.

In the end my checklist resembles:

  • Bind the library's C++ code to C#
  • Implement GUI, using C#/WPF, ModernUI, and SlimDX for that
  • Plugin API for import/export of meshes
    • Prioritizing on OBJ, FBX, and DAE
  • Implement automatic bone weighting
    • Later refactor into an STB style library and MIT that library
  • Implement "space warps" and other transformations (bend, twist, scale, translation of sampling points in area)
  • Shrink-wrapping (of meshes, ie. clothes)
  • Harmonic cage deformation (mostly for the above)
  • Try out Manifold Dual Contouring instead of regular Dual Contouring for surface generation
  • Experiment with "authoritative" spaces (ie. sunken in eyes without the usual hassles CSG involves for that)
  • Sanitize interfaces with 3rd party libraries
    • Example A) using DirectX UVAtlas for UV map generation, conversion too-from types is still nasty, should refactor out DX and Windows API cruft
  • Create GUI for texture generation graph
    • Texture generation via graph is already done (like a lite version of Substance) just needs a UI for editing the XML graph files
  • If time permits:
    • Implement LOD generation
    • Permutation creation via "markers" to designate where a list of things may go
    • Implement post-generation sculpting
      • Take a couple of shots at making editing the isosurface cause as little destruction of sculpting as possible
    • Implement projection painting
      • Tie in to the procedural particle spray / projective texturing
Hopefully when it's all over should arrive at a tool that's handy for making quick "60-80%" done (possibly even 100% done for certain types of projects) textured and rigged creature/character models.
Submitted (1 edit) (+1)

I'm working on a program that captures footage from OpenGL/Direct3D/Vulkan games:

It's really interesting to work on!

  • I need to use different strategies on Linux, Mac OSX & Windows to hook into a running executable
    • LD_PRELOAD on Linux
    • DYLD_INSERT_LIBRARIES on Mac (+ swizzling Objective-C methods)
    • CreateRemoteThread + Detouring (emitting binary code directly in the program's memory so it'll jump to OUR version of a function like wglSwapBuffers instead) on Windows
  • OpenGL has a flat API (simple C functions), but Direct3D has an object-oriented C++ API, which means swapping function pointers in vtables instead!
  • My reference project for game capture is OBS Studio, which is great, but a huge codebase with a lot of dependencies, in particular...
    • OBS deals directly with video encoding - but all I want capsule to do is send raw frames (uncompressed pixel data) to another program which will take care of encoding. That'll make my program a lot simpler than obs
    • OBS has this whole concept of scenes, layouts, various sources, etc. - again, for capsule I just need one video source and at most one audio source
    • OBS doesn't draw anything on top of games, but for capsule I want to do that! To show stuff like progress when capturing a game (maybe it only captures 30s of video max and you can pause/resume like in Vine?)

Anyway, still lots to do, everything is open-source as usual (Github repo), help is welcome if you know your way around C++/CMake :)


Nevermind, I got it! 👍
— amos (@fasterthanlime) May 17, 2016
Hello pixels!
— amos (@fasterthanlime) May 17, 2016



I'm using this as an excuse to make a physics engine. I started it a couple months ago, and got a little done, but stopped after a couple weeks.Its open source: Github. It will not have any really fancy features, but I'm planning a solid little engine. :D Heres a quick update video of this weeks progress: Youtube

Thanks for hosting this jam.


I haven't planned but yesterday spend all day learning JavaFX to make a word generator (that's already uploaded) and I've also started a music generator, but there I have a lot to learn regarding midi. I have drum beat generation already in place though. We'll see if I manage to finish that before the jam ends :)


I have submitted our Unity Scene collaboration tool, Scene Fusion. The system lets multiple users work together in a single Unity Scene. Let us know what you think!


entered two tools I've got:

Wave2, which is a full audio editor and sequencer based on the old Fairlight CMI machines

Rameses, which is a full 3d editor for low polygon work. it only exports to it's own format as it is an internal tool. but has loads of 3d functions, plants, particles, texture, voxels etc.

Submitted (2 edits)

I've got an open source template that I use to start any game jam project on Unity. It's a project filled with whatever-tool-I-needed-at-the-time, so I could probably split bits and pieces of it to individual packages.

Edit: and I really need to add documentation to these tools, as they're dreadfully lacking.


I've been working on a bare bones Unity3D pixel editor. Almost done with the base features.

Here are a few gifs


I'm working on a browser-based sound effects generator with selective customization options. The core functionality is practically complete.


Finally an alternative to the SFXR family? (I use BFXR a lot, but I'd love to have more options!)


That's the plan. Currently it allows for more control over the mutations, but I need to add filters and additional effects to match the feature set.


Just changed my spriting tool. It now works with "plugins" that can be created with a simple API, most of the day was spend making the core elements a plugin.


I made a simple rotoscoping tool just for me few month ago. It only was a palette, a pen and an eraser on a transparent canvas (so you can draw what you see behind your window. I use it for the last ludum dare and found that it was not bad...

But my tool was simple and lot options were missing (to save a drawing I made screenshots!). So I improve it.

I start one or two weeks before the toolbox jam, but it made me very motivated! Thanks guys!


I had written a Blender script to export data about objects in the scene:

Essentially it's a simple level editor. It writes out JSON or XML with the names, positions, etc.

As the description explains, I had first written a Blender script to do this years ago, but Blender's API changed soon after and that script no longer works. Ever since I've been meaning to re-write the script in the new API, and this toolbox jam finally gave me a reason to do it!