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Author Topic: Screenshot Thread  (Read 92444 times)

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Mortal

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Re: Screenshot Thread
« Reply #255 on: December 08, 2019, 10:27:29 am »
hello everybody  :)

working on my latest hobby OpenGL framework. I have implemented simple Ray class to complete the set of collision detected geometries.

I made simple mouse picking demo based on what I have already implemented so far.

https://www.youtube.com/watch?v=sYN2n5bm4k4

Mortal

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Re: Screenshot Thread
« Reply #256 on: December 14, 2019, 03:16:54 pm »
Hi  :)

It's me again, still working on my opengl framework. It is a little bit getting mature to be as a regular game engine.

I’m currently studying/working on 3D primitive shapes and collision detection and learning the basics of 3D game physics.

I have made a demo showing what i have been implemented.It is again space invaders. Lol
It's my favourite arcade game and easy game to make.

I was concerned about performance and i had to have to test my opengl framework to its limit. It looks working fine. Even i haven’t done any kind of advanced optimization like multithreading or using SSE instructions or any thing similar.

here a 2.5D Space Invaders demo runs on regular and hell-bullets modes

Regular mode
https://www.youtube.com/watch?v=eKYheuz8G4w

Hell Bullets mode
https://www.youtube.com/watch?v=-l7fBFCej3U
« Last Edit: December 14, 2019, 03:25:55 pm by Mortal »

Mortal

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Re: Screenshot Thread
« Reply #257 on: December 24, 2019, 08:42:18 pm »
hello guys  :)

i made a demo to test OBB and Ray for Collision Detection as second version of my previous mouse-picking demo. the demo shows the intersection test of OBB vs OBB as well as Ray [mouse] with scene objects.

triangle counts: 360000
vertices counts: 480000
object: 2 cubes
objects counts: 30000

FPS:
best recorded: 26
worse recorded: 1

SFML 2.4
GPU: Intel(R) HD Graphics 5500
Processor: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz
RAM: 4.00 GB


https://www.youtube.com/watch?v=7DE5dDsK7rA
« Last Edit: December 27, 2019, 10:20:41 pm by Mortal »

Mortal

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Re: Screenshot Thread
« Reply #258 on: January 18, 2020, 07:26:50 pm »
hello guys  :)

still working on my OpenGL framework, i have done massive refactoring to the code . i have optimized it further. for that, the framework passed the one million cube challenge easily. i made a demo for this. here what i have achieved so far.

triangle counts: 30,000,0000
vertices counts: 20,000,0000
cube counts: 2,500,000 cubes

SFML 2.4
GPU: Intel(R) HD Graphics 5500
Processor: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz
RAM: 4.00 GB




https://www.youtube.com/watch?v=7lXQCkcaGBw
« Last Edit: January 19, 2020, 01:50:39 pm by Mortal »