what do you use for physics? JigLibX? BePu? Homemade? Also what about shadows? Your own deferred rendering implementation or a pre-built rendering engine?
@giveupgames Since the physics are so minimal, I coded it myself. I leverage the BoxCollider library from Fabio Policarpo for collisions, but I handle the gravity and bouncing myself.
The lighting and shadows are all baked by 3D World Studio, the tool I used to build the levels. There is no dynamic lighting/shadowing at all.
Where would you say is a good place for coders to start with a project like this, work on a basic rendering pipeline, then work on shaders for lighting and stuff, How do the animations work? (I assume they are external fbx files?)
what do you use for physics? JigLibX? BePu? Homemade? Also what about shadows? Your own deferred rendering implementation or a pre-built rendering engine?
giveupgames 1 year ago
@giveupgames Since the physics are so minimal, I coded it myself. I leverage the BoxCollider library from Fabio Policarpo for collisions, but I handle the gravity and bouncing myself.
The lighting and shadows are all baked by 3D World Studio, the tool I used to build the levels. There is no dynamic lighting/shadowing at all.
nickgravelyn 1 year ago
Where would you say is a good place for coders to start with a project like this, work on a basic rendering pipeline, then work on shaders for lighting and stuff, How do the animations work? (I assume they are external fbx files?)
Great work
limited06 1 year ago
Looks nice, taking an Unreal Engine-like approach to the AI?
barnabysmith 1 year ago