Toni Helenius

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Terrain has wibble & lean values. Both vertical & horizontal which probably contribute on how much wonkyness is applied. Stone doesn't have much, but regular dirt is all over the...

Here is also a little something. Shader based wonkyness: https://keeperklan.com/threads/7062-Warped-walls-recreation?p=55292#post55292

Physics-wise I'm also routing for non shader based solution...

Good catch. Didn't actually know that, but it makes sense. DK 2 doesn't really have physics in a sense. Everything is quite simple, such as shadows. But we were planning...

Already makes a huge difference, doesn't look so dull

The default shaders in jME are just that, they are very generic and support all features we don't really use. I would imagine that in the future we would just...

Not as I would have hoped.... I assumed we can use the new morph animation & hardware acceleration straight... But that is a no-go. The morph animation supports kinda whole...

It doesn't, right? https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/anim/util/AnimMigrationUtils.java. Also does what? :D The only problem I encountered is that the support for the LoopMode is non-existent and it can't be emulated properly due to...

How about: https://www.shadertoy.com/view/ldcBzB

Or non-flowing: https://www.shadertoy.com/view/XdBBDG