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All sorts of random publicly-available information, assets, scripts, and more as we (Joy Machine) work on our projects.

Home Page: https://joy-machine.com

License: MIT License

PowerShell 1.89% C++ 10.76% AutoHotkey 0.04% C# 0.23% Batchfile 0.11% Python 5.90% TeX 80.69% Visual Basic .NET 0.38%
joy-machine shaders unreal-engine-4 game-development game-engine tools scripts programming technical-art engine

joymachine-public's Introduction

Joy Machine - Repo of Things

Maintenance Status

NOTE: This repo is no longer being maintained — hence the most recent UE4 version being 4.17 — but there are still some resources/links in here which may prove useful.

Overview

Most recent change log (which is poorly-updated until we finally find a good generator): CHANGELOG.md.

  • assets — General-purpose game assets to do with as you please.
    • terrain — An older iteration of the landscape that I was using for the Nevada environment (the current one is much better, but I need to keep some things internal for obvious reasons). The main attraction here is the node graph for the entire landscape build... but it requires both World Machine 3 and GeoGlyph 2. So, in the spirit of things, I included the output of a previous build I did with that graph. However: the output is not as good as the actual node graph will export (I made did cleanup and made some improvements before putting it in this repo); I'll try and update these files with shiny, new data if I get a spare eight hours to build the thing.
  • git — Some git configurations for ignoring files, LFS-managed files, and then detailed config settings for everyday interaction with git on the command line.
  • joy-create (wip) — This is a work-in-progress Electron application (eventually a general web app as well) for using l-systems/turtle instantiation of shapes/meshes to create exportable OBJ/FBXs out of the results. As noted: very work-in-progress.
  • scripts — Miscellaneous scripts (tools, powershell, visual studio extensions, batch files, etc.)
  • ue4-source — Whatever C++ actors/components/utilities/etc. we end up being able to easily divorce from our projects. Or, if not easily divorced, whatever seems worth divorcing so others never have to know the pain that we did. This will likely be the least frequently-updated part of the repo.
    • NOTE: The source is kind of a free-for-all; I infrequently add some of the more generic/widely-useful stuff I can, but I can't include the full source integrations (such as, in the case of the anamorphic lens flares, the updated Scene.h|.cpp nor PostProcessing.cpp) due to a whole lot of custom work done.
    • The anamorphic lens flare code is also a very rough first-draft.
    • The object pooling code is not ready for production use by any means at the moment; it looked like it would be lovely and fine, but it is not. It is a wolf dressed up as a friendly grandmother and it will eat all joy from you.
  • ue4 — Our general-purpose Unreal Engine 4 stockpile. Contains our team production conventions and, more interestingly at the moment, a variety of material functions and our "standard shader set" (they're just materials, but I call them shaders because they're pretty... intense).
    • NOTE: These assets are output from Unreal Engine 4.19; there are archived versions of them (without the changes) for 4.17 in the 4.17 subfolder.

Other Things of Note:

  • RESEARCH PAPERS - For the nerdier among us (like me), here are some of the better research papers/presentations I've come across over the years. That have survived over time.
  • RESOURCES — A list of general resources for game development across a number of disciplines. (Work-in-Progress at the moment)
  • AWESOME_SOFTWARE — Has a list of all of the software that I (trent) have found to be the best solution within its given context.
  • AWESOME_GAMEDEV_MENTORS — Technically, it's "twitter-mentors", but I like my name better. Anyway, this is @ishansharma's compilation of people (@trentpolack included) who offer game development mentoring to anyone that seeks it.
  • Unreal Engine 4 - General Information — A collection of information, links, and whatever else seems helpful to include. It also contains a summary of the UE4 content contained therein.
  • Unreal Engine 4 - Joy Machine Conventions — Our internal development conventions for working with UE4.

More to Come!

hugs, Joy Machine

If you have any questions, feel free to email us: [email protected] (or [email protected] if you prefer that).

joymachine-public's People

Contributors

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joymachine-public's Issues

[megascan-assembler] Powershell Script Component

  • Make sure the two changes I made a few minutes ago actually work (waiting on a per-megascan ZIP file extraction over a few hundred ZIP files at the moment).
  • Figure out a better way to hunt down the megascan python file path. Or just add a command to the shell in the powershell profile.

[megascan-assembler] Fix the albedo/transparency/normal map handling.

All RGB images were being output as single-channel files, so I think I fixed that, but it was pretty hacky since I've used Python never before.

Also it'd be lovely if, once the ZIP is created and saved and all good, that all the artifacts that were just zipped up were removed.

[jmkernels] No output from command-line.

Command: .\jmkernels.exe sphere -o .\kernel.exr -c 25 -w 512 -r 384 -p 4

Also no warning/error given. Should be verbose and spit out that a file was created, regardless.

[megascan-assembler] load recipes from data files instead of hardcoding them

The general format of each 'recipe' is something like: "Take a bunch of files and bundle each one into a varying number of channels."

Examples we have:

  • _n.tga is produced from *Normal.jpg (mandatory) (one to many)
  • _a_d.tga is produced from *Albedo.jpg mapped over RGB and *Displacement.jpg mapped over A (one to many + one to one)
  • _m_r_c_ao.tga is produced from *Metallic.jpg (optional), *Roughness.jpg, *Cavity.jpg, *AO.jpg mapped to R, G, B, A respectively (one to one)

We can generically implement one-to-one and one-to-many recipes and build a parser that reads an input datafile for any arbitrary demands on this system. That way, we can support new bundle formats as they are required (I think there is at least one new one that Trent needs that this one does not currently support, though it is quite rare).

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