Community Challenge: Tiny Worlds šŸ”

This is what chaos looks like before handling the traffic :slight_smile:
I fixed the issues in the editor and removed the ortho<->perspective coordinate translations, it’s now purely perspective. It’s stable enough to finally start working on traffic handling.

Meanwhile, @piro is having a hard time designing the scene because the editor becomes quite unresponsive(I know it is a known issue). As more people start using 3D with Defold, the editor’s model handling performance is becoming a real issue, even with the low-poly models we’re using.

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Added a very quick and dirty Depth of Field with different blur implementations:

  1. Circular - 8 directions, most complex (I think this one looks the best though)

  2. Two passes (separate vertical and horizontal), so more like cheap Gaussian:

  3. One pass, one direction, simplest, looks more like ā€œsmudgingā€, so most awful, but I bet it’s fastest (I did not benchmarked them yet though):

Definitely the strength for screenshots 2 and 3 are too high, but I wanted to use in all the same settings, just compare methods. It’s screen space and the blur messes with shadows.

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Nice!
In the #2, the two-pass, it looks like only one pass (Y)? :thinking:

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Yeah, looks like, but maybe it’s because Y is second? It’s a very dumb implementation. When I make it in the other order the smudging is more visible horizontally:

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Aha nice work. I also planned to implement Depth of Field if there is any time left :slightly_smiling_face:

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Are you implementing the separate passes with the same material/shader, and using a uniform to set the blur direction? I’ve tried the same, and I think there may be an engine bug where the second draw call overwrites the first. I haven’t had a chance to make an isolated test case and file a GitHub issue though.

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@Mathias_Westerdahl @Pawel I’ve filed this issue, which I believe is causing the problem observed in the 2-pass blur. I’ve linked to a repro, and have been working around this issue for some time now in my own 2-pass shaders.

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I want to creat a 2d sci-fi office environment that has some people working(mess around)like patlabor hahaa

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Awesome idea! :heart_eyes:

Here’s my progress, added sky box, played today with city building. A little trick to make medieval scenes more interesting - put off-grid and rotate everything a little bit!
I believe there weren’t any strict city planning rules back then :sweat_smile:

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cartoon version kindom come deliverance :heart_eyes:

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GTA 1 level traffic :face_with_tongue:

Mostly a brute force solution, but I guess it is enough for a project like this. There are a few small things to fix, like rotation based on speed, and then I’m done with it.

Eventually, accidents will happen and traffic will jam :slightly_smiling_face:

I don’t know why the cars are jittering in the video. They look very smooth while running. I couldn’t figure it out.

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Nice @selimanac! But looks like cars are aware of each other and stop to pass others through! :star_struck:

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I’m not a driver but this is how the traffic is supposed to work, right? :rofl:

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Are these all bmw drivers? I don’t see anyone showing a turn signal. :rofl:

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Someone has to teach them the rules, so I added the traffic lights to stop those bmw drivers :slightly_smiling_face:

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Haven’t had as much time as I would like, but its getting there. Good thing there is still 11 days left! :slight_smile:

Small teaser.

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I think I got the depth of field too :slight_smile:

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Atmospheric! :cloud_with_lightning_and_rain:

Yeah, there is a lot of time still! :heart:

Looks great! Coming along nicely! :heart_eyes:

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Kind of starting to look like something. I found a terrible issue with the new DoF and I do not know how to fix it yet. I guess I have to take a look at it for a few days. But it looks good I guess :slightly_smiling_face:

I have no idea why the video is jittering. I tried to record at 60 and 75 with many different settings but no luck

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The newest 1.12.0 beta introduces an improved scene view rendering performance in Editor when models are in it - so, it’s a great opportunity to check out your scenes with it and tell us, if it is better in your cases :wink:

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