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Author Topic: Screenshot Thread  (Read 121656 times)

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ubiquitous 2-D Tank development
« Reply #255 on: April 05, 2020, 06:01:08 pm »
With help from Hapax to jump start GLSL.  :)

Tank prototype started last month includes audio, tank mechanics, vfx (custom particle system), and endless terrain using image-based noise blending. Maybe I could start a project thread once this has a game scene class, menu system, and at least a level.

(Pleased there are still members sharing work here)  :D


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Re: Screenshot Thread
« Reply #256 on: August 09, 2020, 04:24:13 pm »
finally I have something a little prettier to show  ;D
becoming something between sim city and gangsters 2, I guess

first, showing map with no filters
second, showing map owner of each building (there is only one for now, blue)
and then showing each buildings value. the greener ones have higher value, and tend to be closest to the center


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Re: Screenshot Thread
« Reply #257 on: August 14, 2020, 03:51:37 pm »
I'm trying to port Doom to C#, using SFML.Net.

Finally, my C# port of Doom reached the playable state.
Everything works fine thanks to SFML!

Here is a demo video:



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Re: Screenshot Thread
« Reply #258 on: October 31, 2020, 01:59:59 pm »
@Sinshu: great work, that looks really cool!

What parts did you use SFML for?
How did you do the 3D?
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development: first SFML book


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Re: Screenshot Thread
« Reply #259 on: November 05, 2020, 08:40:15 am »
@Nexus: Thank you for the reply!

I used SFML for creating window, rendering, audio playback and handling input devices.

Regarding the 3D rendering, most of the actual rendering process is done in the software layer. For every frame, a byte array corresponding to the screen size is filled with color values dot by dot via a software renderer written in C#. The byte array is then transferred to the video memory as an OpenGL texture and displayed as a single quad which fills the entire screen. I know that this method is not very efficient, but this method is necessary to exactly reproduce the original software renderer of Doom.

If you are interested in the software renderer of Doom, there is a great material in which the rendering process in Doom is explained. You can access the free PDF from the following link.

The Game Engine Black Book: DOOM by Fabien Sanglard