Listen and watch the latest videos from cm0isa. Hosted by 3Speak.tv. The free speech video platform on the HIVE blockchain.
https://3speak.tv/watch?v=cm0isa/fczceiip
I did this little project as part of a uni homework, and I gotta admit, voxels are some interesting technology.
In this demo, I'm playing with the isometric level, increasing and decreasing.
Not gonna lie, I'm not very good at this, mistakes were made, and this thing is increasing in RAM usage, going at a rate of 0.5Gb every 20 seconds ish.
Cool guys on Hive: @vladalexan, @enjar, @andvoinoiu
Cheers,
@cm0isa
https://3speak.tv/watch?v=cm0isa/gqmbroto
I started out making a 2D platformer for a college project, and I gotta confess, I'm a noob at game development. It's been more than a year since I last opened Unity and I had learn everything again.
The class this project is made for it's designed to go fast paced through every game genre, releasing a new project every two weeks. a project that I can barely keep up with.
Now I know that it's not that hard to make a small project in two weeks, any person interested in game dev could do it, but I have a 9am to 6pm job and this class is 1 out of 5 that also have courses and labs. Why am I saying all this instead of talking about the project, are you wondering, it's just an explanation why I'm using Store assets instead of making my own. I don't have enough time, because I would love to do it.
Now, about the actual project.
It's not finished. But, it has some interesting features.
There's still a lot of room for improvement, but fortunatelly, there's nobody that will criticize my work more than me. Fortunatelly for me, this project is just for learning, so, I will actually give up on it after it's ready for grading. The best part about it, I'm learing, which is great considering my final project for this diploma, which will actually will be on Steam or Epic Games somewhere around 2 years from now.
Cool guys on Hive: @vladalexan, @enjar
Cheers,
@cm0isa
https://3speak.tv/watch?v=cm0isa/qiuccqgn
I've continued my journey into the OpenGL Adventure and came out with another little project. It's not very complicated, basically made of multiple simple operations like translation, rotation and scaling combined.
For example, for the moon, the smallest object in the scene, it's not attached to Earth like it would be in a normal animation editor. For this case we apply a rotation, then translation, another rotation, one more translation, and finally a scalling to get the moon rotation. We apply this sequence at each frame modyfing the angle of the rotation.