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.
quick caverns (I used an ultra fast method for making the caves)
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,
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.)
also these scenes I did in blender,viewed in the BGE, but for a nonBGE game I’m contributing to.
I also did this a short while ago, A high friction soft body physics test, essentially sticky goo
also more BGE tests, with tonemapping/colourgrading
ShadowMan BGE scene:
Inspired by system shock 2
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
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,
And I’ll stop here, if enough interest is shown I’d be happy to release some of the blend files.