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AppGameKit/AppGameKit Studio Showcase / Basic lightning example

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ando
4
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Joined: 21st Feb 2020
Location: Australia
Posted: 12th Mar 2020 09:38
G'day folks, I just put together this little lightning demo. I hope someone finds it useful.
Lightning bolts were made in Tree[d].
I still have to figure out the friction as you might notice.

Cheers

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fubarpk
Retired Moderator
19
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 12th Mar 2020 10:05
looks good ando

fubarpk on Itch...………...https://fubarpk.itch.io/
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ando
4
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Joined: 21st Feb 2020
Location: Australia
Posted: 12th Mar 2020 20:17
Thanks fubarpk
I like to make these mini projects to learn how a coding language works.
When I have enough experience and mini projects then I can start to put them together into a game. Well that's the plan hopefully.

Multiplayer would be an important one to learn. I also have some ideas I'd like to try regarding AI so the NPC opponents can be challenging, unpredictable and fun.
blink0k
Moderator
11
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 12th Mar 2020 20:26
Nice work. Very realistic
ando
4
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Joined: 21st Feb 2020
Location: Australia
Posted: 13th Mar 2020 08:26 Edited at: 20th Jun 2020 19:58
Thanks blink0k, the lights seem to work pretty cool in AGKS.
Having control of the skybox and horizon made it easy to clean up the edges too.

And I noticed some messy code I didn't like so I cleaned it up a bit. Still looks the same when run though.
Original download updated.
Never play leap frog with a unicorn.
PSY
Developer
7
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Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 15th Mar 2020 11:01
Nice effect. I like it


PSY LABS Games
Coders don't die, they just gosub without return
RickV
TGC Development Director
23
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 7th Apr 2020 07:55
Great demo! Will you take it forward in any way? Add some rain and other effects?
Development Director
TGC Team
ando
4
Years of Service
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Joined: 21st Feb 2020
Location: Australia
Posted: 18th Apr 2020 03:38
Hi RickV and PSY, and thank you. Sorry for the late response, I've been pretty distracted lately and I'm trying to get back to some coding now.

I guess rain could be handy in a storm...haha
I can't think of a way to do heavy rain without stealing too much of the CPU so I would lean towards a light rain and leave plenty CPU for the rest of the game.
My particle code using tri's instead of quads might be efficient enough. And perhaps a mini particle splash from some of the drops when they hit the ground.
Also using a shader to give a shiny wet look to the terrain and trees etc might look ok.

At the moment I'm working on a mini game in space so I'll save the storm for a creepy dino hunting / hunted game I'm prepping for.

Cheers.

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