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Good to hear! I'll probably hammer out a few more things soon, no telling when, but hopefully within the next few weeks. I'd like to add better multithreading capability to speed up rendering and optic generation - it would be nice if loading bigger models didn't bog it down as much. I'm also thinking about modifying it so that when you are rotating/moving the model around it draws a low-poly proxy so that it's responsive.

More importantly I'd like to add better optic generation, maybe one that is sort of the inverse of the vertex mode - where it plots optics at the centers of polygon faces? I'd like to also make the wireframe optic mode have shading like the vertex mode has now. The big feature I got running a bit in the old version of Holocraft, pre-2.0, with the projected texture optic generation is something I'd like to get going as well, so that you can just have an arbitrary pattern of optics across a model, regardless of its vertices and polygons.

Right now I'm working on a devlog post for this release.

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I think I've got my scratching technique down. I'm using an auto center punch to keep it contact at the correct pressure to make I light scratch.

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How does the Texture work exactly? When I click load texture nothing happens.

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The texture mode actually isn't implemented yet. It is implemented in v1.3a, however, and simply allows you to load an image *which is 'projected' onto the loaded model as if there's a slide projector casting the image onto the model from your vantage point, and light pixels in the image translate to creating optics while dark areas are blank. This gives a sort of raw control over how optics are distributed over the surface, instead of relying on how a model's vertices or polygons/edges are situated. I will try to get it all running by the next version ;)

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ok I thought that's what it was. Thanks for all your hard work.