I see and no worries, as I have mentioned we will be having the game jam again early next year around Feb March. Looking forward to your next game by then.
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Hey Jeoen, That's great, but I was hoping you would reply sooner or post it on the game jam thread there as the deadline was last Oct. 31st and voting has already been started. Anyways, we will be having it again next year so perhaps you will have a new game idea or demo by then. cheers.
Nice. 👍 Any progress integrating this with Copperlicht?
On another note, I'm going to try if I can strip out all display related stuff with a server code I'm working on, otherwise I'll just do it with full JS.
Hey, you still have one of the best b3d water with the half-sub. 😊
I think you should look at and perhaps incorporate fredborg's water with the rubber ducky. It kinda has a same tiling method like what you have here, but seems to work on a distance, not sure though if the fog just covers it.
Hey, how's it going? 😁
I found a small glitch seeing the edge of the water when viewing at a distance and from a higher ground. If you also go back and forth, it also has some popping issues and the water tile appears..
There's also Vortex2 which has more features and shadows, but has a bug with the skeletal animation system so it diverted to vertex morph animation which is not good and practical.
Btw, I assume you already saw this, so you should join the site challenge for the waterfall entry as I think you will already win by default (only entry so far). Mark (markcwm) has now taken over and sponsoring this contest with a bit of reward or prizes will be given.
Just what I thought. I know copperlicht has basic collisions taken care of.. or is that coppercube?
That would be Monkey-X MiniB3D if you're talking about WebGL. Blitz3D NG did not mention any WebGL, only android/ios plans and dev seems to be currently on pause.
Interesting, would like to see more of that if it's ready. I was also talking about more on making the diffuse texture distorted using normal map + plasma or wave pattern as that's basically how embm works.
That's great info.. which reminds me, do you think it's possible to do environmental bumpmapping just like what you did with the plasma effect? It's kinda similar and I see that with your water demo entry, but a bit more elaborate where you also use a normal map to help with the outcome of the effect.
Anyway, looking forward to the Blitz optimization update.
Sure thing. I see, perhaps you can submit a request to the author, he might be open to feature suggestions and other issues.
I agree and I'm also pretty sure you'll come up something better with this RIT dilemma eventually.. if not soon. cheers.
This is awesome! 👍 👍 👍
It kinda remind me of half-life when I first saw the demos before..
First off, I noticed that the sniper rifle is always set to aim mode.. maybe a fix on that so you don't walk like that all the time and when that is the only weapon on hand.
yes, not out of the box.. but I did recall someone posted a resource on how to do this. You may also notice that fastext has this function and does it with their water code.
will send a link as soon as I find it..