Wasn’t able to complete the challenge so I rendered the wip in eevee.
Unfortunately I can no longer build my older pbr projects so I tried out the current defold pbr core extension and the normal map textures are not rendering so I created an issue and hopefully can finish the project sometime in the future.
I created the scene with a “tiny world with big imagination” in mind, I wanted to simply add a button to have the camera ride the roller coaster and ferris wheel.
Also, don’t stress about the deadline too much, if this is an issue, there is a grace period to submit We will start judging the entries somewhere closer to the end of this week most probably
Since the Tiny Worlds Community Challenge is a visually focused, this was not developed with optimization/performance in mind. You shouldn’t expect it to run everywhere. It may not work on mobile, not because of the logic/scripts, but due to post-processing effects that are not optimized.
I also wanted to implement a day and night cycle, but I spent a lot of time on the graph editor (WIP) and the DoF effect.
I would also like to thank @Piro for his effort and time in building the initial map. I didn’t end up using it, but I used some of his ideas.
Since this is a kind of practice for worldbuilding, I would like to share my thoughts on the current state of the Defold Editor while building this simple world.
Need persistent show/hide states for Outline. When the editor is closed and reopened, everything becomes visible again.
Project based settings for Toggle Component Guides, Grid, and similar options should be saved and reloaded.
Move amount. We currently have only two options, Move Whole Pixel or Any. It would be nice to configure a custom step, like 0.1 or 1.5. I think there was a pull request for this.
Fashionably late as they say. Congrats to the submissions very cool works!
Turns out I made a big dummy mistake and had forgotten to export tangents with my models making the normals all wonky. I got it all working and added the project to github.
I did also convert the pbr material/shader to work with skinned models in local vertex space but came across used up texture slots, so I used world vertex space for the animations instead. ERROR:GAMESYS: Unable to bind bone matrix cache texture for component '/cart', no free texture slot available.
Thanks to @Pawel for putting these together, great exercises! cheers~
Good stuff. I have found that after a few minutes of looking through files, the editor hangs with this project (release 1.11.2) and Beta (1.12.0); in addition they print out lots of java.lang.NullPointerException messages.
Prior to hanging the games builds runs well. Linux 4GHz x8, using ~8GB (plenty left).
Is this expected behavior for this project?
Edit: I think the issue is pbr writing to /tmp a lot issue, which is not the fault of this project.
Thats not good, no this is not expected. Maybe some of these errors are useful to report? I did find in the extension readme - known issues : There are several known issues on linux platform(s) currently, so we can't guarantee any support on linux currently.