Game resources from Nikolas Machul

Hey Ya.
So I finished the drawing of the starboard side of the boat, and wrote an explanation - essential. All in the project folder.
Tomorrow, maybe I’ll finish the port side …

Thank you for attention.

link

p.s. Do not judge for the quality of the drawing, I myself is not very educated.

Hey Ya.
After the drawing I decided to update the design - I added floats (maybe there are enough), and changed the shape of the joints of manholes, doors, windows … sashes, or …).
it seemed to me that if the oblique plane (in the form of a funnel) and make several rows (rings) of tubes of rubber (soft) sealant, then the seal of the boat will be 100%. And in this case, there is no need for precision in the manufacture of closing elements themselves, and less force is required to press the internal locks. I added the shutters of the windows (the front one was left open, I did not come up with another way - or two doors, or …).
Here:

link

Thank you for attention.

Hello here
Do you like to destroy? And with the distance?
So I made a simple example of the destruction of objects - objects fracture example with distance factor.

==========================

update 03/07/18 - exaples 36, new 1
objects_fracture/objects_fracture01.blend #objects fracture example with distance factor - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

==========================

link

Good luck in your work.

Hi.
Here is an example of bird movements, with the transparency of objects between the camera and the bird.

=====================

update 03/07/18 - exaples 37, new 1
/player_movement/bird/walk_fly__bird01.blend #an example of walking / flying control of a bird - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

=====================

link

Thank you for attention

Hi.
An example of a fast limit of a simple open screw to an impeller - in fact a mini hanging water cannon.


==========================

update 15/07/18 - exaples 38, new 1
impeller/impeller_principle_upgd_to_motor01.blend #an example of a simple rebuilding of a simple open screw into an impeller - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

=========================

link

Thank you for attention.

Hello.
I’ve been wanting to share an idea - a hardware 3d computing platform (CC0 1.0).
The principle is - on one CPU chip and video core, but the video core is not simple:

  • a separate conveyor Bloom, a separate SSAO and a separate Blur, a separate can be both HDR and even Lens Flare, and everything else for calculating 3D models and textures. And further along the apparatus conveyor-mixer after each main conveyor.
    You know what hardware support is - that a PC the size of a box of matches plays 4K video - something that my laptop with four cores can not have at 1.5 Hz. And what is written in the shader (algorithm), can do on the chip and hardware and even too high quality.
    The code should look like this (as an example):
for bloom in scene.object:
	if «bloom» in bloom:
		bloom = shader.bloom()
		bloom.h = own[«bloom.h»]
		bloom.v = own[«bloom.v»]
  • where shader - calls to the shader conveyor.

If there is no access to the shader conveyor, a transparent picture is superimposed over the main picture via the mixer-conveyor. But in the light of the fact that everything is hardware and does not load resources - this is unlikely to happen, probably only in Indy games like Antichamber maybe, and then for SSAO.
Many shaders (like Bloom, Blur) do not work with 3d, but with the final picture, and for SSAO, can leave the door for getting from 3d computations the necessary data for own algorithm.
For each object with the property “bloom”, can write a unique algorithm.
So is Blur and Motion Blur. And with SSAO for each object, it becomes still actual - on the wall of the room SSAO = 2-3, on the model = 0.2-0.3.
And this is not all calculated as a single whole, but all on the hardware level on individual conveyor and even mixes (which is also spent resources in classic shaders) on a hardware mixer. You can also add a conveyor and colors and contrast - like Filters in the same GIMP, only in real time, and still smoke / fire !!!
Of course, there is room for other shader computations - plasma, lasers … out of the pipeline, or maybe on a separate conveyor …
Yes, this APU is different, yes, it’s a bit strange … but the manufacturer can propose for game developers such - "our APU, maybe at the hardware level in 4K - Bloom, up to 12 unique algorithms; SSAO, up to 15 unique algorithms per scene, and guaranteed - there are … a lot of polygons and on the size of the model of this then, the texture is up to that size; smoke and fog at least for the whole scene and up to 10 sources of unique fire, on the basis of which you can create unique effects algorithms - and it’s all hardware. "
Everything is simplified - and the hardware itself, where it is not necessary to select the GPU in accordance with the CPU’s performance, the very principle of the device of game engines, and the simplification of the process of creating games. And against the background of a single bus with a bandwidth of bandwidth, and not a frequent change of motherboards. Ideal solution for monoblock PCs, consoles, laptops, tablets - although now the line between all of the above, has become even smaller.

This principle is simple - what a small chip does easily, the GPU does arithmetic calculations for each render frame, depending on the shader algorithm itself, and is very loaded. We make the GPU work very hard with software shaders. Сan also leave and compatibility with previous games.
And hardware support, always one of the most powerful indicators and everywhere. Even core i7 will not be able to run a software-based modern game, and here plus the hardware shaders - one of the highest needs for the GPU, along with polygons and textures.

Thank you for attention.

  • and imagine a shader-conveyor (co-processor) - a mirror.
    This is when the modern APM processor real time cube map - and without problems, the material mirror is also not a problem, both for the GPU and for the game manufacturers. The games would have a completely new and high-quality look.

Hello everybody.

I have a new example - a real infinite level for a runner. I personally ran more than 10 km.
Here:

==========================

update 18/07/18 - exaples 39, new 1
runner/runner01/tunnel01.blend #an example of an infinite level for a runner - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

==========================

link

Thank you for attention.

Hi.
An improved version of the infinite level for a runner, added the drone. Now the level blocks disappear right after the drone. Maybe later I’ll make a small runner.

=============================

update 20/07/18 - exaples 40, new 1
/runner/drone01/drone01.blend #new example (script) of an infinite level for a runner, wth drone - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

=============================

link

Thank you for attention.

  • the levels are really infinite, as far as possible in BGE

This is (not totally) true, yes it keeps going on and on and on… But around 16 KM from the center you will/can get accuracy problems. Just wanted to let you know.

I do not worry about accuracy problems in a openworld game.but I had not added a lot of things that are far apart yet.acuracy problems you would have to worry about only then.

  • there is no problem with this
  • any other objects (even randomly) are added by the same principle - and the mathematics of the script is fairly simple and does not cause errors.

Hello everyone.
I made an example - the emitter of bubbles in a pipe. The size of the bubbles is random, the speed depends on their size.

========================

update 22/07/18 - exaples 41, new 1
bubble_tube/bubble_tube01.blend #bubble emitter example - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

========================

link

Thank you for attention.

Hello everyone.
An example of a micro game is the Cube Game mini level. The meaning of the game is simple - to shoot in cubes by highlighting them and teleporting, collecting pluses. I did for two days (not complete).

=============================

update 24/07/18 - exaples 42, new 1
/home/user/work/05-examples/01-BGE _examples/cube_game/game01.blend - a small level of game in picking up pluses and teleporting to cubes - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0) *for source code & files

============================

link

Thank you for attention.

Hey.
Here is an example of dynamic floor.

================================

update 25/07/18 - exaples 43, new 1
/home/user/work/05-examples/01-BGE _examples/dynamic_floor/dynamic_floor01.blend #example of a dynamic floor - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

================================

link

Thank you for attention.

could you make a example of a npc following the player through a Minecraft type game?

I can and Murrors Edge® do! But why? The game of cubes, and even with the breaking and imposing - perhaps, but not like Mayncraft ®.
It is necessary to ask the right question.

I just wanted to see a example of how pathfinding was done in Minecraft.

  • all that like Minecraft, is directly in Minecraft and unbearable.