WatIsDeveloping @WatIsDeveloping
Lead developer of the Q2RTX engine based fork project #Polyhedron #q2rtx #quake2 #modding #engine watisdeze.wordpress.com The Netherlands Joined August 2015-
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Interesting 'gem' of which I was unaware about.
Interesting 'gem' of which I was unaware about.
Some more work on Sphere hull, the actual physics I didn't bother much with yet if at all. Next up is finishing work on the Capsule hull. Really liking where this is heading to so far. (Ignore the minor bugs like how it 'steps' on them right now lol) #q2rtx #polyhedron #gamedev
It's been a while since I had any updates. Certain things are taking slightly longer than expected. Could not stop myself from wanting to go full-retard on a few things. Rewrote all the tracing code and then some. (WIP though). Quake and #Spheres!? 🤪🙌 streamable.com/i0x064
If you've ever wanted to find the angle to make a prop flush with a surface in an idTech engine...
Been working on adding light scattering in participating media, AKA fog. Since there can potentially be hundreds of lights in an area things get crazy. I hope the video makes sense.
Managed to get some more work done on #Polyhedron's skeletal model related features, so here is another #wip video. It showcases a model attached(model index #2) to the right hand bone of the composed by, blend action animations. #q2rtx #iqm #gamedev streamable.com/a2b6iq
Look at this awesome work of his! Daaamn, I'm impressed.
Play with 'scale' they said, should be fun they said.
It's funny that people can't see how traditional religion is simply being replaced by hardline secular ideologies, which are often more dogmatic, intolerant, and hostile to non-believers, blasphemers, and apostates. People are more godless than ever, but just as 'religious'.
Had a bit of help from 'Paril' tackling this one, but... The monster moves based on the root bone. (hip in case of this Mixamo model). Takes into consideration each frame's translate and distance. Pretty cool #polyhedron #q2rtx: streamable.com/1hdol3
Aaaaaand, I managed to find some time today. So for these velocity slidebox entities I now also present... stair stepping. A bit exaggerated still but ehh... 🙌🤣👏 streamable.com/cn4ftd
Late for #screenshotsaturday stuff. But here's some actual progress to keep you entertained. Fun with velocity based SlideBox movement, as well as proper client-side gibs and debris at work. #q2rtx fork #polyhedron :-) streamable.com/3egkkd
New blog post where I explain my approach to ReSTIR GI for specular bounces. As always, feedback is welcome. 🙃 zyanidelab.com/restir-gi-for-…
Was playing around with more entity and net code work. Until I got this mad idea to simply copy over the entire physics code form the server game into the client game module. Trying to "predict" a frame ahead. it's very cruel and experimental. streamable.com/1v03ma
Because people post progress on #screenshotsaturday I figured I'd join in for a change. For free art, I suppose this is pretty good. Almost nearing that stage where I want to be at, any time soon :-) streamable.com/j0jpus

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