Advertisement

What Are You Working On

Started by March 19, 2015 01:56 AM
85 comments, last by walsh06 9 years, 9 months ago

I also finished designing a Lego model for a contest, and I'm about to start on a new model, but I have burnt out, so nowadays I only read news-portals in my spare time.

That reminds me, I’m also working on a LEGO® game.
I have thousands of LEGO® models with LOD and the game will be a racing game wherein you can build your own car, add motors, etc., and race others. Real-time destruction of your vehicles!

When your vehicle is no longer operable, get out and grab a bazooka in the middle of the course and try to wreck everyone else!


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

Stellar Sprites - 2D Procedural Generator of Space Sprites.

So far there is realtime generation of ships, planets, asteroids, moons, suns and simple backgrounds. (as of version 1.2 - not quite yet published to asset store). Can generate an entire universe through code with zero pre-built sprites.

Current it's for Unity only however I do plan to wrap the core into a .NET library so that it's available to other mediums.

Check it out on the Asset Store

Check it out on it's Official Release Thread

Check it out on my Website (lots of updates/images/videos)

InspectorExample.jpg

Advertisement

I'm currently working on a turn-based tactics RPG named Empyrios: Prophecy of Flame.

Written in C with GL/GLES render systems, and using a few libs such as Rampant Pixels foundation and Sean Barrett's stb_image

empyrios_ss14.jpg

empyrios_screen_06.jpg

empyrios_ss02.jpg

empyrios_ss13.jpg

More info and screens on my company site or @Creoterra and @JoeCreoterra

Currenty working on two projects, and trying to resist starting a third happy.png

This first project is a 3d spaceship building game, Basically, you build spaceships out of parts, and then fight against other players creations. One of the main things that differentiates it is that you can rebuild your ship mid-battle, using parts that were knocked off of the enemys ship. Currently have a significant code base, with extremely basic multiplayer support. Most recently I wrote an editor extension to bake an edge map, which the shader can use to highlight the sharp edges. Right now I am writing a solver to make the ships super easy to control, no matter the engine placement, shape of ship, and the fact that it uses realistic inertial physics.

Here are some screen shots, still tweaking the shader to get the exact look:

[attachment=26508:ship-6.PNG]

[attachment=26509:build.png]

The second project is a top down shooter for the android, lots of fun, a lot of the codebase is there, just needs some decent levels and more enemies, below is a youtube video showing off some of the affects. I paused work on this project so I could finish the 3d one.

Don't have a "real" website yet, just a blog and twitter account. I plan on getting one hopefully within a few weeks from now.

Blog: http://polyhedrawars.blogspot.com/

Twitter: https://twitter.com/methegamedev

I`m not home so this is the only screenshot I could find:

Ahh, yes! Reminds me of the old FRED editor from Freespace 2, and I think the Neverwinter Nights module editor had something similar (the original, the good one). A re-usable tool for doing this is a good idea.

I am currently working on a small 2D Platforming game in Unity. I'm just using some simple free art I found on OpenGameArt.org and the bits of knowledge I've gained from reading tutorials over the years to actually try and complete a project. It's mainly just a learning project and I want to recreate it, or something similar to it, in XNA when I'm done, so that I can improve my programming skills a bit more.

I have the first screen completed so far! Now that I have most of the sprites I'm going to be used sliced up and saved as the appropriate prefabs, I'm going to start working on implementing the player character.

315g27l.png

Advertisement
1. Working on a Tile Map Editor for Unity

blog-0820721001414559129.png

This is a really old screenshot and I am completely changing the UI to be used in the scene view rather than it's own window. The new version automatically handles culling maps not in a cameras view and alignment of different tile maps. This is nearing version 2.0 and I'll release it on the asset store at that time, the API has gone through a lot of changes!

2. Zombie Zap

A simple game for mobile I am making in my spare time.

1235542_1413435525536710_493300623_n.png

3. MonStack

Another simple game for mobile!

1376462_1421093314770931_98444294_n.png?

4. Toasty

A multi-user highly pluggable game engine\editor with Unity used as heavy inspiration. Currently has plugins that exposes Ogre, SFML, Box2D, Bullet and AngelScript. Here is another old screenshot. Currently breaking up the code to be more modular (i.e I am writing an SFMLPlus library that implements a generic renderer, tile map system, simple rect collison system and a few more things that my plugin will use rather than implement).

ToastyEditor.png

5. Elontrias

A large co-op 2D RPG, you can read more about it here if you like. I slowed working on it much since the other developer is having a second child coming soon.

r2u6Thc.gif

6. Mystery Dungeon

A not so simple mobile game similar to Chocobos Dungeon or Pokemon Mystery Dungeon. Making it with a friend who works at GameLoft (a designer, that's his art! tongue.png)

image missing!


I work on all of these at least 1-2 hours a week, being a stay at home dad rules!

Engineering Manager at Deloitte Australia

We are working on IncrediBuild, which is a development acceleration tool. IncrediBuild is good for cutting down build times, compilations, unit-testing, code analysis and much more.

Today we have recorded a new voice-over narration for this video:

tell me what you think.

This is one of the lounge threads where I wished for thumbs up buttons.

I have been working on 3D reconstruction from images, although I haven't made much progress in the last couple of months, due to being stressed out at work.

[attachment=26524:Reconstruction.jpg]

The reconstruction runs in two steps: A sparse reconstruction to figure out where the camera was for every image and a dense reconstruction to get the actual point cloud.

[attachment=26523:SFM.jpg]

I managed to come up with a cool way to improve the sparse reconstruction, and now I want to give the dense reconstruction a shot and write my own implementation for that as well. In the above images, I used a tool called PMVS2 for the point cloud and Poission surface reconstruction for the mesh, but I'm not entirely happy with the result.

That's seriously slick man!

I am still working on my miner, taking it from "shitty" to "acceptable" quality. Today I found out I messed up endianess somewhere. I love those.

Previously "Krohm"

This topic is closed to new replies.

Advertisement