BL1NDSH0T source code released

blndlogo.png
I'm releasing Blindshot source code under MIT license. Took me about 70 hours to make.
Please remember to obtain your own Vuforia license.
https://github.com/Sergey-Shamov/BL1NDSH0T

I know there are issues in the game, I will maybe address them later.
If you have any questions you can write a comment here or write me an email to sergey.shamov9@gmail.com.

Paint Anything Project: BL1NDSH0T

bl_logo.png
Video of a gameplay: https://youtu.be/cVCIdkIfWnA

BL1NDSH0T - VR Shooter

I've made a game as an extension of the idea of painting the world. In Blindshot you have to paint to see the enemy.
bl_battlefield.png
In the heat of a battle it can get messy

bl_spider.png
Enemy is lurking in the white space

bl_drone.png The player has to also look up and shoot high walls to be able to see the drones

bl_normal.png
A little addition to my shader makes normal map only occur under paint adding to the visual style.

Paint Anything Project: Some modifications

Sharing a new version of paint experiment.

Modifications

  1. Splash texture is processed and transformed into a two-dimensional array of alpha-channel values. Since I'm only going to use single-colored splashes, I removed coloring information from splash texture. Coloring is now done later when drawing on the texture.
  2. Added normal map to the shader. Normal map is only displayed where the paint is (see the screenshot below)
  3. Made a paint projectile that blows up and leaves splashes on collision
  4. Most settings are now handled by PaintProjectileManager singleton
  5. Texture size can now be manually assigned. I tried to find an automated solution to having similar splash size on any object, but could not find one
  6. Got rid of overlapping
    scrn2.png

What's next

Faced a performance issue: drawing time is significant and lowers the FPS for a moment, which irritates the eye. I suspect trying to run it on a mobile platform will make it even worse. What I'd like to do is significantly lower the splash map resolution and avoid using splash textures. Instead, I plan on blending the splash map with some randomized texture and then thresholding the result. Something like: scrn3.png

GitHub – Sergey-Shamov

Sergey Shamov

C# developer