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Author Topic: Screenshot Thread  (Read 82251 times)

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AncientGrief

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Re: Screenshot Thread
« Reply #105 on: February 20, 2016, 11:54:38 pm »
Thumb up for Wolfenstein!  ;)

Just added a debug draw overlay to my simple game framework. Needs some tweakin though to not go out of the view (see right paddle)

...

(and yes I'm still working on a Pong clone, it makes adding features to the framework more simple)

May I ask how you implement this debug feature? Using preprocessor directives, so this won't affect the final build?! I like the idea!

If you do so, how does your approach look like?

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SeriousITGuy

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Re: Screenshot Thread
« Reply #106 on: February 22, 2016, 11:13:11 am »
@Hapax: I am well aware of the mantra "Make games, not engines", but as it happens to be, I really like doing the engine / framework stuff  ;D (which also means I am making the most over-engineered Pong clone ever, currently at 46 code files and still not done, whereas my first working Pong clone was done in one code file  ;D )
But the debug draw overlay was really needed to further tweak the physics of the game, and without visual debugging, this is near to impossible.

@AncientGrief:
Yes I implemented that with the pre-processor, working with #ifdef _DEBUG #else #endif constructs. The drawing itself is handled in the base entity class via a split-up draw function. Entity.draw() just calculates the combined transformation and than calls drawCurrent(...) (which is virtual and overridden in derived classes) and if debug draw is enabled it calls drawDebug(...). Not very elegant but working, also this way the whole debug logic is not present in release builds, because it really hurts performance, like cutting framerate to 25% of release performance.

You can see for yourself if you want https://github.com/SeriousITGuy/SFML-Pong
(Entity.cpp and GameWorld.cpp are of special interest for the debug drawing)

Fewes

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Re: Screenshot Thread
« Reply #107 on: February 25, 2016, 04:28:25 pm »
Been working on some lighting and effects for my engine recently. Decided to test it out with a foliage scene:


(Click for bigger image)


Video of it in action.

eXpl0it3r

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Re: Screenshot Thread
« Reply #108 on: February 25, 2016, 04:36:31 pm »
Nice! :)
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Tukimitzu

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Re: Screenshot Thread
« Reply #109 on: February 27, 2016, 04:34:52 am »
I'm having more fun than I should implementing this custom formation feature


JuDelCo

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Re: Screenshot Thread
« Reply #110 on: February 27, 2016, 02:42:50 pm »
A mushroom upside-down ? I see

Hapax

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Re: Screenshot Thread
« Reply #111 on: February 27, 2016, 08:49:10 pm »
Fewes, that lighting/wind screenshot (and video) looks rather impressive. Nice work  :)
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Elias Daler

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Re: Screenshot Thread
« Reply #112 on: February 28, 2016, 08:28:27 am »
Fewes, wow, this is pretty good! Can you give us more details about what you did to make it so good? Shaders? Lots of layers?

Once thing I don't like is that trees don't shake like this in real life, they're much more stable. Their branches may be affected by the wind, but the trunk stays still unless the wind is very strong. :D
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Nerevar

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Re: Screenshot Thread
« Reply #113 on: February 28, 2016, 09:50:30 am »
"Zombie in village" in progress

JuDelCo

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Re: Screenshot Thread
« Reply #114 on: February 28, 2016, 11:43:26 am »
Lovely billboards, you're using sfml to create the openGL context and the HUD isn't ?

Nerevar

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Re: Screenshot Thread
« Reply #115 on: February 28, 2016, 12:30:31 pm »
Yes,it is

Fewes

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Re: Screenshot Thread
« Reply #116 on: March 11, 2016, 09:37:02 am »
Fewes, wow, this is pretty good! Can you give us more details about what you did to make it so good? Shaders? Lots of layers?

Glad you like it! Really at the center of the renderer is the z info each object writes to a RenderTexture (which is also used for view transformation). There's several other buffers containing info used for the lighting as well as about 30 shaders doing various things; some small and some big.  :)

Here's a small breakdown of the buffers (just recently added normal mapped lighting):

Final scene:

Click for bigger image


Lighting:

Click for bigger image


Buffers (albedo, normals, depth, specular mask, gloss mask):

Ztormi

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Re: Screenshot Thread
« Reply #117 on: March 11, 2016, 01:57:02 pm »
Here's a small breakdown of the buffers (just recently added normal mapped lighting):

Damn, that's really impressive. Love the things you can do in shaders, especially with stuff like lighting.
Can you give a little insight how you created the normal maps? Did you use some normal mapper or did you have them drawn by hand? Only asking this because they are extraordinary clean.

Fewes

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Re: Screenshot Thread
« Reply #118 on: March 11, 2016, 02:06:39 pm »
Damn, that's really impressive. Love the things you can do in shaders, especially with stuff like lighting.
Can you give a little insight how you created the normal maps? Did you use some normal mapper or did you have them drawn by hand? Only asking this because they are extraordinary clean.

Thanks! They are actually created by baking 3D models down to textures:


fallahn

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Re: Screenshot Thread
« Reply #119 on: March 19, 2016, 06:34:36 pm »


A little I8080 based arcade emulator I've been working on, using SFML for rending / input / audio :)

 

anything