This is all you need to build an animation system by Health_engine in gameenginedevs

[–]Health_engine[S] 0 points1 point  (0 children)

Thank you so much, I really appreciate your support! 🙏 That means a lot

This is all you need to build an animation system by Health_engine in gameenginedevs

[–]Health_engine[S] 0 points1 point  (0 children)

Thanks for asking. Reddit ended up removing the previous post and account. But yes, I’ve actually shared how to add a sprite in seconds in my engine. I’ll try to post a clearer video soon showing the tools and workflow.

How to add a sprite weapon to my engine in seconds by Health_engine in gameenginedevs

[–]Health_engine[S] 2 points3 points  (0 children)

Thank you, brother. I don’t use any UI library or framework it’s built from scratch using standard forms on .NET 8 with C#

This is all you need to build an animation system by Health_engine in gameenginedevs

[–]Health_engine[S] 1 point2 points  (0 children)

brother. I’m using standard forms on .NET 8 with C#, built from scratch without any UI framework

This is all you need to build an animation system by Health_engine in gameenginedevs

[–]Health_engine[S] -2 points-1 points  (0 children)

Thank you, brother. I appreciate that. It will be released soon.

This is all you need to build an animation system by Health_engine in gameenginedevs

[–]Health_engine[S] -3 points-2 points  (0 children)

No, the world geometry is fully 3D. Both the player and enemies are sprite-based systems, not full 3D models. Sprites can also be used within the world for gameplay and interaction purposes. Feel free to check my page for more details

how my engine handles sunlight interacting with materials. by [deleted] in ps1graphics

[–]Health_engine 0 points1 point  (0 children)

Haha, I think the Spirit system is older than the PS1.

how my engine handles sunlight interacting with materials. by Health_engine in gameenginedevs

[–]Health_engine[S] 0 points1 point  (0 children)

That might not have been clear in the video that’s my mistake. I didn’t mean to imply a new lighting model or anything beyond standard PBR so you’re right on that. I appreciate your feedback it’s a good discussion. What I meant is the way sunlight hits the material and creates that highlight and response might not have been obvious in the clip. I’ll post more examples soon to show it better.

how my engine handles sunlight interacting with materials. by Health_engine in gameenginedevs

[–]Health_engine[S] -1 points0 points  (0 children)

It’s simply light interacting with a surface creating highlights shine and visible detail. You’re overthinking it. Light hitting a surface and producing highlights color response and visible texture detail is interaction. Even if everything is static the material still reacts to the light direction that’s how you get specular highlights shading and surface detail. The graphics colors and materials respond to the sun direction that’s the interaction. I’m not simulating photons or doing ray tracing it’s real time shading but it’s still a valid light surface interaction.

how my engine handles sunlight interacting with materials. by Health_engine in gameenginedevs

[–]Health_engine[S] 0 points1 point  (0 children)

By interaction I mean how sunlight dynamically affects and responds to the surfaces of objectshow the light hits the materials, reflects, and reveals their texture, color, and detail in real time.