Major Projects
“Hex Engine”
the Cove
mTheoryGame
Particle System Upgrades
Posted on October 28, 2013 by James in Post Processing, Uncategorized, Videos
I slightly tweaked the JME core particle system to support extension, then created 2 simple extensions for : physics based particles : particles that interact with the BulletAppState physicsSpace; and particle scaling based on velocity vector : the faster a particle is moving the more longer it gets – I used this to cheaply simulate [...]
Matrix Inspired Dojo Scene
Posted on October 23, 2013 by James in Uncategorized, Videos
For me this was an exercise in basic modelling and texturing, efficient blender to JME pipeline, using cinematic and fine tuning various effects filters. The scene is unlit (no lights), no shadows, no texture baking, no specular highlights, so it does look pretty flat, those will come next.
Volumetric Light Filter
Posted on October 14, 2013 by James in M-Theory Game
I have been working on Volumetric Light Filter on and off for the past few weeks, and it’s finally mostly done: 3 “Volumetric Spot Lights” buzzing around… There is no real lighting in the scene, nor are there any real shadows, it is simply showing off the volumetric light. Earlier video testing in a real [...]
Real Time Reflections
Posted on August 24, 2013 by James in M-Theory Game
As a side effect of some of the work I have been doing on Spherical Harmonics, I made real time reflections …
Screen Space Distortion Filter
Posted on June 12, 2013 by James in Post Processing, Uncategorized, Videos
I made a Screen Space Distortion Filter, and released it to the JMonkey community, this is an abridged version of my original post on the JME forums. This is a test scene rendering showing the effect in action in several forms : simple static box, animated Sinbad and a very basic particle fire. The scene [...]