#NVK news: Support for DRM format modifiers has landed & will be part of the upcoming Mesa 24.1 release It's last piece required to support GameScope and is important to making Zink+NVK a robust #OpenGL solution. Read more: http://col.la/drmnvk#NVIDIA#Vulkan#OpenSource
For this #screenshotsaturday, I'm bringing some finishing touches in the map of our small point'n'click game. Hopefully it can soon be added to our Collection!
I just heard the bad news that I am probably going to need a new job starting in July.
So, before beginning the regular search, I wanted to ask my Fedi friends if anyone could use a capable C++ programmer with lots of graphics and networking experience. I wouldn't mind a change, so I'm open to anything. Even other programming languages! It would be awesome if I could use Linux to do the work. 🐧
Locations I would consider are: Central Europe, Melbourne, Sydney or Remote
Apparently, our game crashes with the latest AMD graphics driver, which is version 24.3.1. So I installed 24.3.1 on a testing machine and... it worked fine.
Well apparently AMD made two different "24.3.1" drivers, and the only way to discern them is the article number of the release notes. No seriously. One is the regular RN-RAD-WIN-24-3-1 and the other one is RN-RAD-WIN-24-3-1-POLARIS-VEGA, which is an entirely different driver for the Polaris and Vega cards. :drgn_angry:
I now have more satisfying lighting.
Some interactible objects are lightmapped now, so it's not only about finding the objects with misfitting lighting, but finding them more logically.
@guntha Is "Trenchbroom" its gaming-title or rather a software like for Sims to 3d-shape objects, some do use (or 'used') "Milkshake", I guess as vectorprogram in coding
nice wooden objects in your game, the different nuances in many brown-based stuff, but still looking realistic (especially corners or edges between walls 'n the ceiling)
@sven_md Trenchbroom is a map editor for Quake-engine-style games. I'm using it to create maps for some of my games. https://trenchbroom.github.io/
Its advantage is that it can only draw convex shapes, so it makes collision handling easier, compared to creating it directly with Blender or similar.
Thanks! Most of the wooden and metallic textures were made by my partner Biiscuit with Paint during a game jam :) And the lightmap helps for the "realism".
This week, I've been working on invisible stuff that will slightly improve lighting in our last game.
Meanwhile, Biiscuit has been working on some new props, which I'll show for this #screenshotsaturday
She can do better but then her props wouldn't fit in the blocky Trenchbroom map :p And I'm currently still using the models' triangles for picking, I need to do better.