Been working on Crimson Engine, my own C++ engine for a dark-horrorish FPS I want to make. Building it is fun in itself, and I get to optimize it around what my game needs.🔥
#CrimsonEngine#gamedev
Ragdoll System in Crimson Engine, the custom engine I'm building for my upcoming dark-horror FPS (at least, that's the plan! 👻).
Physics powered by the JoltPhysics C++ library.
Mannequin model by @quaternius#CrimsonEngine#gamedev#indiedev
@Visuwyg It's the first time I see the game. It reminds me of Dead Space and Parasite Eve, so all in all super good vibes. Will play the demo asap if it's still out
@Sialdev I like it, and I'm pretty sure this would cause a lot of funny stuff. When I turn physics on in any engine I know it's going to be a blast for some reason or another eheh
Been working on surface-wrapped decals for my engine.
Decals wraps around corners, across arches and onto connected meshes using an intrinsic UV chart built from the surface.
Still a few edge cases to tame, but really happy with this one.
#CrimsonEngine#gamedev#indiegames
@TommyTheDev Its not 100% required of course, even Quake didn't have it. Personally I like it more on melee weapons that on ranged ones, as it adds more "weight" to it, and melee need to really be visceral. Btw keep up the good work, eager to play the demo!
@mitansh_j07 Kinda works on the same Godot model. Agents have a NavAgent component. Then a NavBound volume determine their navigations based on the NavAgent settings. Been working on the engine since April in my spare time, lots of things to do but almost ready for making a game prototype 💪
Navigation system done using the RecastNavigation C++ library. It supports different nav agents that use different collisions sizes.
#CrimsonEngine#gamedev#indiedev