Added a full lib system for logic graphs. image 1 is a test function for the system.lib, and 2 is this function being called in an entirely difference graph. #gamedev #indiedev #ygame #lightfolds
Posts by Star Signal Developer
Yes that is possible, as we have access to the full data.
Added full video playback with synced audio(custom OpenAL) to the LightFolds engine. here is it playing a hd trailer full screen, full speed. #gamedev #indiedev #ygame #lightfolds
Here's two gifs of the auto-clean feature. #gamedev #indiedev #ygame #lightfolds
Here's two gifs of the auto-clean feature. #gamedev #indiedev #ygame #lightfolds
Lots of graph improvements, including the new "Logic Graph" editor(Image 2). This is like blueprint, and you can have graphs for the game scene and nodes etc. #gamedev #indiedev #ygame #lightfolds
And here's showing it's true advantage, the ability to pass the Scene Color directly to a pass further down the chain(The composite pass). #gamedev #indiedev #ygame #lightfolds
Added Post Process Designer. This lets you chain Post Process Passes to form complex post processes. Image 1 ) is a post process, using image 2 and 3's passes. #gamedev #indiedev #ygame #lightfolds
To better show the auto clean. image 1 is the graph I made, then image 2 is after auto clean. #gamedev #indiedev #ygame #lightfolds
Added 'auto clean' - this basically remodels your entire graph to be as clean and well laid out as possible, using a score based 'hot map'. #gamedev #indiedev #ygame #lightfolds - Here's a few examples -
Added new 'creative' node - gaussian blur. #gamedev #indiedev #ygame #lightfolds
Now adding Post Process Pass material type. This will let users create their own post process passes, so they can make entire new post-process within the Y Editor themselves, no c#/C++ code needed. Here's a test image. #gamedev #indiedev #ygame #lightfolds
Spent the morning implementing variables into the material editor. #gamedev #indiedev #ygame #lightfolds - the editor now outputs both a C# file with properties matching user variables. The CS class image is created automatically for you.
Here's a normal PBR material with normal map. #gamedev #indiedev #ygame #lightfolds
Material Editor now nearing complete node wise. #gamedev #indiedev #ygame #lightfolds
Material editor is working and producing usable materials(including glsl shaders) #gamedev #indiedev #ygame #lightfolds
Making good progress. #gamedev #indiedev #lightfolds #ygame
Started work on the material editor. It will be graph based like most other material editors. #gamedev #indiedev #ygame #lightfolds
ok final update to the nav system for now. It now avoids other nav agents. #gamedev #indiedev #ygame #lightfolds
Here's to demo how the nav mesh includes slopes if they're not too big. #gamedev #indiedev #ygame #lightfolds
adding influence mapping. these are nodes that repel or attract the pathfinding. so AI will avoid say 'fire' or 'the player' yet be attracted to 'pick up' or 'health kit' #gamedev #indiedev #ygame #lightfolds
Implemented voxel based NavMesh/Agent for LightFolds(The engine's name). here it is working. second image is a debug visualization of the choosen path. #gamedev #indiedev #ygame #lightfolds