We’ll be posting screenshots and video’s of the work in progress on this page.
Old to new…
Marching cubes.. didn’t.. quite.. do what it was supposed to do and the FPS sank to absolutely nothing.
Entities… well.. StaticEntities are position-locked entities that can still animate. This was around 1000+ entities drawing and killing the fps badly due to our quite simplistic setup we had initially with drawing -every- -entity- -seperate- .. bad idea. Currently it’s drawn instanced.. and we can easily show over 5k entities without a severe drop of fps.
Biome support got added allowing us to currently define N biomes with different color grading and can define which trees can go where. The biome itself is a combination of moistness and temperature.
More reflection and refraction fiddling. Still not working as intended and we removed it for now. It just didn’t work the way we wanted it to :/
Testing transparent heavy animated entities. The cube in cube in cube in cube all spin on their own. Very light loss of fps but quite neat :}
Chat screen, networking implemented to allow other clients to connect and run around. No player movement prediction yet so it’s not quite smooth but it’s getting there.
The editor in it’s current state. Allowing layers, colors of any kind, rotation/mirroring, copy/cut & pasting, animation states and handlers. Only thing missing at this point is some extra geometric shapes and scripting.. which is still a todo 😉
Shadows, Instancing and our new character bar in early version.
The more up to date character bar featuring a properly side look of the character and the name in a proper location.
The training dummy. Our ‘2nd’ model next to trees and such that was/is going to be used for NPC testing and such.
A screenshot showing the action bar. 9 icons at the moment to offset ‘center’ a tiny bit. Together with the icons it really looks to fit in at the moment even though all 3(!) UI components at this stage have a different color scheme.
— More to be added at a later date —