Game Engine - Grungy Sci-Fi and other BGE experiments

I’ve been experimenting with BGE awhile, and have been making small demo games,

this past day I have put together a couple scenes

earlier WiP with a different mood.
http://i.imgur.com/zZDT7agl.jpg
quick caverns (I used an ultra fast method for making the caves)

http://i.imgur.com/CilIjHfl.jpg
http://i.imgur.com/BD3iHFul.jpg

http://i.imgur.com/jlh9W1s.png

I’ve been formulating and experimenting with masking/blending of Materials via nodes, which I recently found out to be called “splatting” on these scenes in particular is done via vertex painting to retain tileability and avoid multi-UVs, 4 Layers can be achieved with Vertex painting

also I devised a way to make objects look like they have a soft glow the more they are being lit the more obvious it becomes, kind of like a subsurface scatter, extremely cheap and effective simply using an extra texture with no per-pixel shader effects,
http://i.imgur.com/xhCTFZNl.jpg

A massive thanks to Martinsh, the Grungy Tiles and these 2 images below use his shaders he so kindly and awesomely shared with the community, the Light scattering needed a lot of fiddling to get working but looks gorgeous especially the latest settings in the grungy overgrown tiled scene, the image below (cubes) is also using fullscreen filters, and was a test of the bullet physics Occlusion culling via occluders

The grungy tiles scene also uses Martinsh’s Build of blender with BGE area lights, which I discovered and settled with after failing to implement his real-time cubemapping.
(how far I got with my attempt before giving up.)
http://i.imgur.com/V3PKuw8l.jpg

also these scenes I did in blender,viewed in the BGE, but for a nonBGE game I’m contributing to.
http://i.imgur.com/i2PmXHml.jpg
http://i.imgur.com/XTrmDicl.jpg
http://i.imgur.com/hmvinEXl.png

I also did this a short while ago, A high friction soft body physics test, essentially sticky goo

http://i.imgur.com/6VtaSKXl.jpg
http://i.imgur.com/vepIefz.jpg

also more BGE tests, with tonemapping/colourgrading
http://i.imgur.com/sQuYeZCl.jpg
http://i.imgur.com/OLxQinCl.jpg
http://i.imgur.com/6GqzcOhl.jpg

ShadowMan BGE scene:
http://i.imgur.com/Y41Iognl.jpg
Inspired by system shock 2
http://i.imgur.com/FpTBJn9l.jpg
http://i.imgur.com/UHPDyw7l.jpg
http://i.imgur.com/j97HxqXl.jpg

Material colour masking Shader, with primative UV based decals, intending to make the shader inputs controllable within the game engine to allow for some player customization
http://i.imgur.com/JjMaHRnl.jpg

more BGE, started prototyping a top down fantasy game, I have a scene with a dungeon and exterior, and i created a alpha masks/ aura fade around the player so they could walk behind objects without becoming obscured. this is some assets for that, I also experimented with Tri clustering for objects,
http://i.imgur.com/5rAbJcnl.jpg

And I’ll stop here, if enough interest is shown I’d be happy to release some of the blend files.

Attachments


Very very impressive. I really like the detail you’ve gone into while still keeping the polycount low. Excellent work.

very cool stuff!

also I devised a way to make objects look like they have a soft glow the more they are being lit the more obvious it becomes, kind of like a subsurface scatter, extremely cheap and effective simply using an extra texture with no per-pixel shader effects,

could you please explain how to do that?

Very nice detail with the Normal maps - I get the feeling that it is going to be like Doom 3 it looks awesome so keep up the good work :slight_smile:

You definitely have a good Grasp of Materials and Texturing – very well.
I also like these Soldier Dudes, nicely modelled and textured.

I hope to see one of these Projects getting further.

thanks guys for the awesome feedback :slight_smile:

Well I simply used a texture that was in the isolated wall panel image it is an 8x8 pixels texture shown below, which lined up perfectly with the tile grid which was 2x2 tiles on the texture, but I used UV scaling to repeat the 2x2 tiles 4 times (UV scale x4.0 y4.0), and had the ‘blur’ texture with a low diffuse colour influence and a diffuse intensity influence, the softness comes due to the interpolation, it becomes incredibly soft and is kinda like doing a blur glow in a photo editing program, it also added subtle colour variation.

the soft overlay (yeah pretty tiny):
http://i.imgur.com/OBTzwC6.png
the diffuse for the tiles:

I soon replaced it with a 16x16 because the 8x8 ended up looking a bit too repetitive from a mid distance,
here’s the higher resolution one:
http://i.imgur.com/tKL1YV6.png

I can post more in-depth settings etc if you like and i find the time.

Nice work! I’d love to see more of that top-down RPG.

Hope you will share some blend examples.