Chemistory Level and Net Code

Chemistory over the past couple weeks got a few new features, the biggest being an actual level and client/server networking code (or at least the start of it).

There’s a separate build for client (Browser) and server (NodeJS), both of which run THREE.js and Oimo.js, though the server doesn’t actually render anything. It took a switch to Gulp from Grunt, a pull request to WWOBJLoader2, and heavy use of ifdef-loader but it all actually talks to each other. Next steps are to add boilerplate for RPCs and member syncing and test out a little bit of multiplayer.

I really hope this goes quickly! I want to get back to game play and UI so I can start play-sharing it with my friends.

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Cubecus for Blender is here!

Cubecus is here! After a long time coming (4 years on and off), I’ve gotten my Blender level design add-on into a releasable state (even though in alpha and with some glitches). Don’t worry though! It’s going to get better with more releases where I plan to separate out the obfuscator it uses into a separate project and add more features and fixes.

If you’re unfamiliar, give it’s page a look. It explains about the different tools it adds and provides screenshots of use (like the one below).

I hope that everyone who’s asked about it and even those who’ve not, find it useful :)

Loading Screen Polish

A loading screen inspired by Darkspider’s Garry’s Mod gamemode “Base Raiders”.

Polish and small details are so important. With this loading screen, getting the text to not clip with the cube was a challenge but having it hover in screen space at a distance solves this and adds a nice subtle effect.