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Messages - Naret
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11
Devlogs & Projects / Re: Blackbox Voxel Tool
« on: December 21, 2016, 03:19:12 am »
Sorry, I'm late.

This was how it sometimes looked before the fix for the current size settings:


Seeing your former wireframes and seen this, I think the issue you have is called "T-junctions". It can be partially blamed to the limited precision of digital numbers, but even in real life you cannot represent some values simply by reals. e.g. 1.0/3.0 == 0.333333....
(I'll avoid a long/boring explanation, derailing your dev-thread, but let me know if you want to hear it ;) )

On the positive side, that issue was well known for a long time. (e.g. BSP compiler ran into it). The solution is called "half edge" data structure (or "representation"). You simply extend the way you represent meshes a little bit. Instead of having faces (in your case probably always quads) that hold references to vertices, you introduce a step in-between by referencing to 4 edges that reference to the vertices. (quads->faces[4]->vertices[2])
For rendering, you need indices and vertices, of course. But that's very easy to generate from the half edge representation. The BIG advantage is that edges are shared between two adjacent faces (quads). if you "Split" an edge, your both neighbour will realize this and can generate an index/vertex mesh with taking this split-vertex into account.

The way I've implemented it is to have a "flag" in my "edge" struct that specifies whether the two referenced items are vertices or the two sub-edges from a previous division. This way, during "splitting" I don't even care about the neighbours, as these implicitly will know about it when you bake the half-edge-mesh into a triangle mesh.

there is a lot of further reading of about it, a more visual and practical guide: http://www.flipcode.com/archives/The_Half-Edge_Data_Structure.shtml

It might look a bit exhaustive at first, but it actually is quite simple to implement, BUT this will eliminate 100% of the issue, worth the effort IMHO :)

12
Devlogs & Projects / Re: Blackbox Voxel Tool
« on: November 21, 2016, 01:00:44 pm »
could you show some screen or vid of the precision artifacts?

13
Pixel Art / Re: [WIP] Bioshock reimagined as a gameboy game
« on: November 03, 2016, 12:13:02 pm »
I wish gameboy games had looked that atmospheric, tho. I even like the reduced-color version more, maybe because the contrast is better, yet everything is still 'readable'.

To make your life easier, use some tile editor like Tiled to actually create that scenery. it makes life easier as it aligns the tiles for you, automatically picks the right one based on border tiles and you can easily add the sprite layer.

14
as I'm not an artist, I was making a tower defense with basic shapes, mid way an artist joined, replaced some art as you can see:


and then just disappeared  ???

Next artist wanted to make a shump.... no sign of life for 3 nights now...
if you dare, you can try it out and guess which part is stock art from the "Tiled" editor and what part was contributed:
https://www.dropbox.com/s/r03xzegdhflq9pu/PDB20161005.7z?dl=0
(you need a gamepad, but even then, it's in a very early stage with place holders)


15
After one week I have a tiny luftrausers and a hotline miami wannabe... but all with dots and boxes.
I'm open for suggestions what other games I could clone until some pixelgod joins.

Drop Your Ideas After The Beep.

*BEEP*

16
The topic pretty much hits it. I'm a programmer and I'd like to create some small but nice game in my vacation and try to get it greenlit afterwards.
I'm open to suggestion regarding the actual game.
Drop me a message if you'd like to join me.

17
showing source code will probably not amaze any artist here.  Games on the other side always involved artist, who most often disappeared or lost interest, but in either case, I don't really own the rights to show it publicly. I can show some screenshots if someone is really interested. Just drop me a message (maybe including your art show case).

I've created and uploaded a gif from a little 2d fluid simulation that I've used to make sun fountains:
http://giphy.com/gifs/3oEjHXNDo2Nn7Tx2G4
(it's lower res, quite chopped, but already 18MB, careful on mobile).


18
Hey,

imagine pixel art combined seamlessly with tech like fluid simulations, real time lighting/shadows, animation interpolation, physics, 3d rendering, context based animations, cloth simulation, etc. I wonder if there is any skilled Artist who'd, just like me, like to explore technologies that would extend great pixel art in that way.

 I'm a programmer who probably can program all the stuff we can come up with. I'd like to partner up with someone who'd really like to contribute his crazy ideas and artistic vision (I really lack the later one), as well as his pixel artistry, of course.

drop me a message or post here and I'll write you.

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