Game resources from Nikolas Machul

Hello again to everyone.
So I made a simple effect of directed particles in the tunnel, plus a very simple effect of dirt on the lenses.

It turned out quite beautiful … if you want, you can add one more empty to increase the number of particles. It all works fast …

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update 13/05/18 - exaples 25, new 1
/particles_in_the_air/particles_in_the_air01.blend #an example of a simple effect of directed particles, plus a primitive effect of dirt on lenses - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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Good luck in your creative work!

Hello everyone, as always.
I here did another “quick job” - an optical sight. This decision turned out to be quite strange … with the zoom of the plane, and without the HUD scene. The zoom of the camera is controlled through a script.

I did not eliminate the problem of double sound when switching to optical targeting mode, because one of the reasons is the understanding that such a solution should be made by the shader … But the solution is fairly stable - there are no bugs. Then, if it turns out, I need to review the BGE API shaders.

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update 15/05/18 - exaples 26, new 1
/optical_sight/optical_sight01.blend #example of an optical sight - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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Good luck in your creative work!

Hello.

I use Lubuntu 18.04 - faster, probably only DOS (с) :roll_eyes:.
Installation of the OS itself and all the necessary licensed programs for creativity, probably takes no more than two hours, and everything is very easy ( or 35-45 min).
This is done using an automatic installation script - if you are a Linux user with experience, then you probably have it yourself.
For more help, see the header in the script. The best solution for poor artists, or loving of GNU (GPL), or economical people, or adhering to a principle of copyright (not pirates, or spiritually free people) - is KIT of all the necessary software for the studio and / or creativity of individuals, for $ 0, and without violating the Law.
Professionalism / level of the final product (quality), depends personally on your skill - in KIT there is no limit.

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I wish you success in your creative work.

Hey.
I think it will be more interesting:

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CC0 1.0 Universal (CC0 1.0)
Public Domain Dedication
https://creativecommons.org/publicdomain/zero/1.0/

No Copyright:
The person who associated a work with this deed has dedicated the work to the public domain by waiving all of his or her rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.
You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information below.

Other Information:

  • In no way are the patent or trademark rights of any person affected by CC0, nor are the rights that other persons may have in the work or in how the work is used, such as publicity or privacy rights.
  • Unless expressly stated otherwise, the person who associated a work with this deed makes no warranties about the work, and disclaims liability for all uses of the work, to the fullest extent permitted by applicable law.
  • When using or citing the work, you should not imply endorsement by the author or the affirmer.

=========
This is for all works, except where not specified a different license.

Thank you for attention.

Hello everyone.
Here are some simple examples of disabling animation of objects when they are not visible from the camera.

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update 30/05/18 - exaples 28, new 2
/stop_start_animation_frustum/start_stop_animations01 #start stop animation, in cases out of camera - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)
/stop_start_animation_frustum/start_stop_animations02 #start stop animation, in cases out of camera - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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link

I wish you successful creative work.

p.s. who played in Mirror’s Edge©, with the camera on his back, did not see if they turn off the animation of the flags when you back to them :rofl: ? By the way, Mirror’s Edge © is a great game, very much on the level, although the first version is old enough already.

It’s me again … hello.
I’m doing a little order in the TMP folder, and here’s the first ordering - a check point for the player’s position - very convenient, versatile and simple. Checkpoints can still be added a lot …

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update 30/05/18 - exaples 29, new 1
/check_point_position/check_point01.blend #Checkpoint by player position - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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link

I wish you successful creative work.

p.s. how do you think, how best to upload screens, in what format JPG or PNG. Simply, PNG is three times, four or more (depends on the degree of compression) times larger in size. And if there are tens of thousands, or a hundred thousand, or even a million of them, is this a significant size for the site server? A place, it’s money :briefcase:.

Hi.
So I cleaned up one more example of my temporary folder and made a simple example - a camera zoom.

minus one to victory … :confused:

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update 30/05/18 - exaples 30, new 1
/camera_zoom/camera_zoom01.blend #example of camera zoom - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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I wish you successful creative work.

…and one more example - changing the textures loaded into the texture slot using a simple shader.

and another minus one …

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update 30/05/18 - exaples 31, new 1
/change_texture/change_texture01.blend #simple shader “texture change” - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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I wish you successful creative work.

Once I had to do (adjust) the transparency of the texture with the alpha channel, and here’s the simple as the BGE solution itself.

-1

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update 31/05/18 - exaples 32, new 1
/transparency/transparency_colour_alfa01.blend #Turn on/off the transparency of an object with an alpha channel - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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I wish you successful creative work.

Hey.
I here helped one person at the Ukrainian forum - БУ - an example of enabling / disabling functions - following an object, repeating the rotation and scaling. The example is not complex, but it can come in handy.

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update 07/06/18 - exaples 33, new 1
/rotate_scale_move/rotate_scale_move01.blend #an example of enabling / disabling functions - following an object, repeating the rotation and scaling - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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link

I wish you successful creative work.

Hello everybody.
Today I came up with examples of a vacuum bomb.

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update 08/06/18 - exaples 34, new 1
/vacuum_bomb/vacuum_bomb01.blend #a simple example of a vacuum bomb - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0)

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link

I wish you successful creative work.

Hello.
I finished the new version, as it seems more ergonomic for my project and with the license - see the description in the attached file.

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update 26/06/18 - exaples 35, new 1
/technics/boat_hause/boat_hause_mini-1.1.blend #Ergonomic design of a mini boat-house. When you press the tab key and select any edge, you can see its length - by Nikolas Manchul, this is licensed under a CC0 1.0 Universal (CC0 1.0) (more detailed in the attached file)

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Thank you for attention.

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.

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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:

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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.

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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)

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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.

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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)

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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.


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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)

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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:

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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)

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link

Thank you for attention.