by vklymenko » 04 Aug 2012, 18:44
here is preview:
So the goal of the game is to give impulses for objects - for example push the boxes like on screenshot (or put eggs into nests on another stage)
by vklymenko » 04 Aug 2012, 22:39
Thats fancy man. Looks rlly good. Is that normal and specular maps i see there?
thx, mostly normal maps, just truck have some mixed maps (its pre-rendered, not a 3d model in scene). I'll try to add more bump (for this) and reflection (for later levels) to scene so it will looks better. I actually wants to make few physics games these days. I spent for this demo just 1 day (I had a dream lol with few game ideas, so I woke up and started on the prototype - and even now I have almost ready game (in 1 day!), just need add music and much more stages/levels) I founded its very easy to make 3d and even fake 2d physics games, im just stuck with graphics usually, don't have reliable artist for that part always (someone will say - yeah, yeah - versus vitality game is your sample lol) so mostly doing everything by myself and graphics part turning into something rough.
by vklymenko » 05 Aug 2012, 17:15
Are you using autoidle on the dynamics? Helps keep CPU load down.
thanks, I'll check this posibility. Currently im not using any optimizations, currently game works great with a lot of objects (even sphere-shape based) on ipad1, but probably i'll be adding some levels, where you can handle tens or hundreds of objects, so it might be helpful...
by vklymenko » 06 Aug 2012, 21:58
by Fraser » 07 Aug 2012, 00:47
Same as you, I am adding
to all of my published game titlescreens.Created with ShiVa3D by Stonetrip
I see it as a way of caring for the future of my own codebase. If in 20 years time I can publish my whole catalogue to the latest devices I will be happy.
Plus it's a great engine and toolset that doesn't get half the exposure it deserves.
All Hail ShiVa!
by vklymenko » 09 Aug 2012, 12:50
Im curious about camera/scene settings for this:
is there a way to make it looks clearly? I believe there are tons of settings for visual look : )
by NiCoX » 09 Aug 2012, 13:25
- Code: Select all
application.setOption ( application.kOptionTexturesAnisotropyLevel, 8 )
But it may not be available on all platforms (eg. Flash), so you can also, as suggested by giggsy, remove the mipmaps usage in the Material settings.
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by vklymenko » 10 Aug 2012, 09:51
and here is updated video of progress: http://youtu.be/BzMtx5MMTDg
edit1: the game name will be "Impetus" - is that something good, what do you think?