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Author Topic: Screenshot Thread  (Read 636865 times)

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Mortal

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Re: Screenshot Thread
« Reply #285 on: June 26, 2025, 03:07:17 am »
Hi Hapax  :)
Good to see you, how are you doing.

Yes, it's actual 3D scene, I completely forgot what it was like originally. I haven't played it since my college days.  ;D

I chose this game to test my 3D physics engine, it was excellent example to demonstrate the collision detection and resolution. All my concern nowadays is to restore my previous 3D game framework. but I will correct that.

Latest update to my 3D Game Framework, I just implemented Model Loader with help of Assimp. I managed to load and draw Crytek Sponza model correctly with Simple Blinn Phong.

Crytek Sponza has 393 meshes total, Opaque meshes: 361, Transparent meshes: 32 before batching that's would be impossible to load and run them on my laptop. I used mesh batching, cashing and resizing textures to be able to load and draw the model. The total meshes after optimization become 25 only, Opaque meshes: 22, Transparent meshes: 3. Also, I managed to draw Transparent meshes correctly like leaves. The Lights, I used Simple Blinn Phong for testing.



My laptop specifications:
Processor: Intel(R) i3-5005U CPU @2.00GHz

Memory (RAM): 4GB RAM

Graphic Card: Intel HD Graphics 5500




Here's a screen recording of the full test scene:
https://www.youtube.com/watch?v=ZEVDsxe8Bz0
« Last Edit: June 28, 2025, 01:52:15 am by Mortal »

Mortal

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Re: Screenshot Thread
« Reply #286 on: July 08, 2025, 01:27:52 pm »
I always wanted to implement modern OpenGL module similar to SFML Graphics module. I implemented the basic classes like camera2D, transform2D, mesh2D, AABB2D, font, text, texture, sprite and rectangleShape and few other classes for batch drawing like sprite_batch, rectangle_batch and debug2D_batch. All of them support instance drawing and render them with this command:
glDrawElements(GL_TRIANGLE_STRIP, mSize, GL_UNSIGNED_INT, 0);
for batch drawing i used this
glDrawElementsInstanced(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0, static_cast<GLsizei>(mInstanceData.size()));

Special case for Text class it draw all Glyphs with
glDrawElementsInstanced(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0, static_cast<GLsizei>(mInstances.size()));


I tested it with SFML Game Development Book Game Engine. I made it to ch 7 still there are more to do.

The video shows the collision detection and debug shapes for BattlefieldBounds & ViewBounds and all game object's AABBs. i used two 2D camera for this result:
https://www.youtube.com/watch?v=HAYQxfWdv_4

updated: i just found that SFML used batch drawing internally. excellent  :)
« Last Edit: July 20, 2025, 12:09:55 am by Mortal »

Mortal

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Re: Screenshot Thread
« Reply #287 on: July 23, 2025, 05:46:41 am »
Little Update:

I added Collision Detection, Particle System and Bloom Effect. I spent sometimes to optimize it. I didn't expect that, I thought it is just few days project. But, it took much time to test various methods to optimize it. it works fine now.

The video shows the collision detection and debug shapes for BattlefieldBounds & ViewBounds and all game object's AABBs. i used two 2D camera for this result:
https://www.youtube.com/watch?v=d3VVGMtPqus
« Last Edit: July 28, 2025, 05:23:41 am by Mortal »

michelemura

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Re: Screenshot Thread
« Reply #288 on: March 01, 2026, 11:41:07 pm »
Hi everybody! This is the screenshot of a game in progress

« Last Edit: March 01, 2026, 11:43:20 pm by michelemura »