[QUOTE=Clavus;48293030]Inspired to work on my space game again after completing Homeworld Remastered.
Lot of fun to play with scale when in VR (that space station appears like it's about 4km across). Harder to gauge distances in space though, since there's no distance fog. Passing space dust and parallax will have to do.
This is also a great way to get dizzy:
All models are placeholders, just ported over some stuff from a Homeworld mod that had models ported to GMod.[/QUOTE]
Videos like this make me sad... i don't have stereoscopic vision so wouldn't know if the space station is 4km or 40m across, or how far away it is, even with VR glasses :cry:
Edit:
Those particles whizzing by really help to get a bit of a grasp on scale though!
[QUOTE=DrogenViech;48293469]Videos like this make me sad... i don't have stereoscopic vision so wouldn't know if the space station is 4km or 40m across, or how far away it is, even with VR glasses :cry:
Edit:
Those particles whizzing by really help to get a bit of a grasp on scale though![/QUOTE]
How does that happen, if you don't mind my asking?
[QUOTE=BackwardSpy;48293532]How does that happen, if you don't mind my asking?[/QUOTE]
I am far-sighted on one eye and near-sighted on the other, so i never correctly developed stereoscopic vision, even though i wear glasses ever since i remember
I do have a drivers license though, but i wait at stop signs unnecessarily long sometimes, because i thought that car back there was way closer.
[QUOTE=DrogenViech;48293701]I am far-sighted on one eye and near-sighted on the other, so i never correctly developed stereoscopic vision, even though i wear glasses ever since i remember
I do have a drivers license though, but i wait at stop signs unnecessarily long sometimes, because i thought that car back there was way closer.[/QUOTE]
Stereo-blindness affects around 1/10th of the population (numbers I find online vary between 2 to 15%). Seems to have a variety of causes. I've read about folks claiming that 3D films or VR even cured their stereo blindness (so I guess it also comes in the form of your brain not processing stereoscopy under normal circumstances).
It's strange when you think about how other people perceive the world differently than you do.
Reminder for me today: Take nothing for granted.
[QUOTE=Fourier;48293789]Reminder for me today: Take nothing for granted.[/QUOTE]
I was hospitalized for a mystery virus out of nowhere last February.
Put some stuff in perspective. Mainly it served to highlight that I won't be here forever and that I should be using my time productively.
I've been working a lot harder since.
I can, for some reason, definitely imagine seeing normal but have my brain not "merge" the images into a 3D interpretation. Maybe because I can diverge my eyes at will so my brain is used to "unmerging" the images.
[img]http://i.imgur.com/8OHYIrg.gif[/img]
implementing player subweapons, starting off with a basic throwing dagger to test with
Thank you for the combo breaker! This was getting too deep :v:
Meanwhile: I've un-killed this project.
Unity makes it so quick to port things, I'm finishing this for my own gratification. I spent too long on the original not to follow through.
[img]http://i.imgur.com/qvnBOxY.png?1[/img]
Made an easy-to-use AI waypoint/route system - just plop down nodes, assign the route to an enemy, and you're good to go! Each node is configurable with different options: how long to wait before proceeding to the next node, where to face when reaching a node, whether to look around while at the node, etc. Enemies can hear sounds and investigate, triggering a caution phase. The timer resets if an enemy hears another suspicious sound.
Also plays nice with a controller!
[vid]https://drive.google.com/uc?export=download&id=0B9w8rMYP1M4WZ1A5TGpnZFdMVlE[/vid]
I need more animations for stuff though, and I have no idea how to even open maya :(.
This is what happens when I re-use animations
[img]http://i.imgur.com/oJGtCF2.png[/img]
[QUOTE=DrogenViech;48293701]I am far-sighted on one eye and near-sighted on the other, so i never correctly developed stereoscopic vision, even though i wear glasses ever since i remember
I do have a drivers license though, but i wait at stop signs unnecessarily long sometimes, because i thought that car back there was way closer.[/QUOTE]
I'm also far-sighted in one eye and near-sighted in the other by a fair margin, but i guess i still have stereoscopic vision.
Or do i? Fuck i'm scared now.
[QUOTE=MatheusMCardoso;48295172]I'm also far-sighted in one eye and near-sighted in the other by a fair margin, but i guess i still have stereoscopic vision.
Or do i? Fuck i'm scared now.[/QUOTE]
[url=http://www.vision3d.com/frame.html]Simple test[/url].
[img]http://i.imgur.com/XSdQlvE.png[/img]
Started working on an item system.
[QUOTE=chimitos;48294324]Meanwhile: I've un-killed this project.
Unity makes it so quick to port things, I'm finishing this for my own gratification. I spent too long on the original not to follow through.
[img]http://i.imgur.com/qvnBOxY.png?1[/img][/QUOTE]
I'm glad you are continuing work on this! When you made the mockups for the new art I was super excited as I think it was really what the game needed.
[QUOTE=Rocket;48295946]I tried using JSIL with Rant again.
The resulting scripts were 24mb and that's not including JSIL's libraries.
I knew there was a good reason we didn't use JSIL.[/QUOTE]
What does it do with .NET calls?
[QUOTE=Rocket;48296054]It produces JS versions of the dependencies, which are huge. System is 6mb.[/QUOTE]
Unusable, but I honestly expected much more than 6mb.
[t]http://i.imgur.com/cJ3p6cZ.png[/t]
making a homestuck game! multiplayer is now in and oh god i am in love with this lighting system
Killowatt made me some sweet street signs! I set up a custom editor for the street names and I've been having some fun.
[img]http://i.imgur.com/g2FpVR7.png[/img]
[QUOTE=Berkin;48296577]Killowatt made me some sweet street signs! I set up a custom editor for the street names and I've been having some fun.
[img]http://i.imgur.com/g2FpVR7.png[/img][/QUOTE]
Why isn't the streetnames generated by Rant??
Here's my WiP port of Love2D to 3DS called LovePotion running side by side with the actual Love2D.
Love2D on the left, LovePotion running on Citra on the right.
[vid]http://webm.host/49e9a/vid.webm[/vid]
[QUOTE=Donkie;48297083]Why isn't the streetnames generated by Rant??[/QUOTE]
They will be. Don't worry.
Been working on a Windows 10 app for FragRadio. I do some of their stuff in my free time for a bit of fun.
[t]https://f.benbristow.co.uk/rqkacz.PNG[/t]
Finally
[img]http://i.imgur.com/7j5N7tY.png[/img]
[img]http://i.imgur.com/TOYc3hN.png[/img]
[img]http://i.imgur.com/AvpBY0a.png[/img]
[editline]26th July 2015[/editline]
Can't make the text react to light unfortunately, maybe when I learn about custom shaders I'll figure it out.
[QUOTE=Rocket;48295946]I tried using JSIL with Rant again.
The resulting scripts were 24mb and that's not including JSIL's libraries.
I knew there was a good reason we didn't use JSIL.[/QUOTE]
-snip i dumb-
[editline]26th July 2015[/editline]
[QUOTE=Berkin;48297530]
Can't make the text react to light unfortunately, maybe when I learn about custom shaders I'll figure it out.[/QUOTE]
Normal map
[QUOTE=Fourier;48297676]
Normal map[/QUOTE]
Normals aren't the issue. If I apply the standard shader onto the UI Text material, the Albedo value is ignored and everything is black, except for specular. So normals are definitely present, and something else is wrong.
[QUOTE=Rocket;48297301]So I solved my issue with Rant and JSIL. [url=http://cpancake.github.io/rant-lite.html]If you call my method a "solution."[/url][/QUOTE]
About this:
[quote]But then the question arose: how am I going to get it to clients? I don't want the server to have to gzip 19MB of content on every request, and it should be loaded during the asset loading stage anyways so that the page doesn't hang.[/quote]
Since browsers understand gzip-encoded content, can't you simply configure your server to serve the gzipped file directly? Meaning, don't ask the server to gzip the content on every request, but rather, just serve the already gzipped content.
That, plus the async attribute on the script, might get you where you need to be ([url=https://developer.mozilla.org/en-US/docs/Games/Techniques/Async_scripts]some notes about async on MDN[/url]).
[QUOTE=Berkin;48297728]Normals aren't the issue. If I apply the standard shader onto the UI Text material, the Albedo value is ignored and everything is black, except for specular. So normals are definitely present, and something else is wrong.[/QUOTE]
I suspect it's alpha-channel only or similar.