Working on a small project that involves immersive drag-and-drop style programming.
Currently not much, but the what is in my opinion the most complicated part is done. Working on the editing mechanism for various objects.
Working on a small project that involves immersive drag-and-drop style programming.
Currently not much, but the what is in my opinion the most complicated part is done. Working on the editing mechanism for various objects.
I’ve spent the last couple weeks working on a remaster of my favorite showcase, Murder Mansion ^^ The main updates being future lighting, and a heaaaavily reduced level geometry, I’d guess it’s at least 2/3 more performant now (although, you wouldn’t know that with the upgrade from Voxel to Future )
I wrote a module to generate static Beam circles. When I get the time, I would like to expand this to arbitrary arcs, which would allow for circular progress bars.
DrawBeamCircle.lua (github.com)
made a small plugin for a coworker! it lets you scale parts with your keyboard instead of mouse:
Trying to develop a full CI pipeline for my studio. It’s really exciting!
The ideal will be:
Really excited - I want to do this properly now, and this will make our entire teams efforts so much simpler. Will release a template of my work once it is done!
I’ve been chipping away at my voxel engine optimisation efforts for Blox - check out how far it’s come:
It also runs in VR, and looks phenomenal in the process - it’s something that can’t really be conveyed on a flat screen, but it honestly is stunning:
Something about the way this cave was lit made it feel pretty real in VR:
Perhaps the most interesting observation is that this runs far better than any time I’ve tried running Minecraft with Vivecraft and shaders applied at the same time.
I haven’t been able to work in Roblox Studio for the past few months, so to get back into the flow I made a simple character controller from scratch! I already had the mesh laying around, so all I had to do was add some animations, program a character state machine and program the controls.
(I hope the video works)
I just discovered the joy of importing real world heightmaps into Studio and playing around with lighting from Atmos, applying materials based on slope, and automatically scattering features around with a quick and dirty script. The result is a rather nice mountain scene based on real world geometry (though I did make some artistic deviations from real life):
(also, just look at those gorgeous new dynamic clouds)
I’ve been creating some client-rendered NPCs that don’t utilize Humanoids for movement. The server uses behavior trees to determine how NPCs should act, and the client renders and interpolates the movement via CFrame math.
Here’s a demonstration with 400 NPCs at once, easily sustaining 60 FPS!
compressed so that it fits the file size limit.
The past few days I did some work on a ruins map for a project I am working on. It is not finished yet, but I am very happy with how some of the sections of the map are turning out!
Our 3D Artist has been doing some cool stuff for us.
All of our color maps for player equipment use transparency. We plan to utilize this so that players can locally switch on an option that allows the player to customize the color for each team. This allows potential accessibility for those with a color vision deficiency.
This might also allow the player to customize their colors for FFA modes.
I’ve been trying to come up with some neat little additions to make my project feel more alive. We had already added leaves falling off trees and environmental sounds that play at random, but in the last two days I’ve also been working on adding some small animals!
Here are some frogs that jump in the water when you get close to them.
It’s been a while since I’ve posted in here! Here are some simple low poly cars I made.
Last month I got the opportunity to create a game for Chipotle, and I am so proud of the work and quality the team put in,
first particle i’ve made in years, made it to mess around with the new squash and emitter shape properties
i finally just decided to make script assets free.
I made a Canvas that allows you to draw arbitrary pixel data. Rather than naively using tens of thousands of Frame instances, it uses some clever tricks to minimize instance count.
It draws multiple pixels with a single Frame instance by utilizing a UIGradient. Additionally, it will greedily combine identical pixels within the color sequence. If pixels are similar enough (defined by CIE76) then it will use the gradient to smoothly transition between them, causing slight loss to image accuracy but saving a keyframe- which in turn allows us to greedily combine further pixels into a our Frame instance.
68,950 pixels can be drawn in about ~2,500 Frame instance using this method! (With essentially no noticeable image quality loss!)
Demo:
As always, I open sourced the entire thing:
I made a VS Code extension for Script Assets!! it’s missing a lot of the features the Roblox Studio plugin has, but it works pretty well for quickly seeing an asset.
https://marketplace.visualstudio.com/items?itemName=saige.script-assets-web