What's everyone working on? (tigsource inspired)

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Sodium
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Re: What's everyone working on? (tigsource inspired)

Post by Sodium »

bombquake wrote: Sun Sep 10, 2023 1:29 am ... it'll be an RPG with a chess battle system.
https://github.com/pszer/Providaa
Looks really good! I'll keep an eye on it.

Instead of making games I keep fooling around creating tools, its so much fun.
This a map editor for my 3d sokoban, made thanks to g3d lib.
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I love okra. :P
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soulmata
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Re: What's everyone working on? (tigsource inspired)

Post by soulmata »

Preparing to transition from EA to full release. I'm about 18 months in and we're approaching the finish line.

Image

We had a very popular streamer pick it up for us not once but twice this year, and the immense feedback we got from that has driven us to get it over the finish line. Endless Dark on Steam if you are interested.
Endless Dark: An existential horror game written in LOVE in which you are tasked with keeping a sleeper colony ship intact.
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UnixRoot
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Re: What's everyone working on? (tigsource inspired)

Post by UnixRoot »

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Trying to render procedurally generated, animated clouds and fully destructible terrain that can collapse. It's all per pixel CPU based frame buffer stuff, no GPU involved.
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Froyok
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Re: What's everyone working on? (tigsource inspired)

Post by Froyok »

It has been a while since I posted in here.
I have been working for more than a year on my own 3D game engine (named "Ombre"), built on top of Löve. :nyu:

Rough overview of the features I have currently:
  • Dynamic lights (point, spot and directional light) all with casting shadows (via shadow volume)
  • Fill lights combined with HBAO to fake bounce lighting (GI)
  • Physically based Rendering (IBL, using Burley as the diffuse BRDF, also looking into Oren Nayar).
  • Opaque, Emissive and Transparent shading/rendering
  • Analytic and also screen-space based Fog
  • Advanced post-process stack:
    • FXAA (both HDR and post-tonemapping versions)
    • Bloom (soft and streak version)
    • Screen based lens-flares
    • Bokeh DOF
    • Chromatic abberation
    • Image grain, vignette, sharpen (AMD CAS)
  • Everything is dynamic currently, nothing is baked.
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