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Author Topic: Screenshot Thread  (Read 82267 times)

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MadMartin

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Re: Screenshot Thread
« Reply #180 on: December 19, 2016, 12:25:03 pm »
@eXpl0it3r:
Yep, SelbaWard is awesome  ;D

But this...
I created a little light engine wich is very cute :

[..]

It uses fragment shaders to create depth maps, and to render the scene. Thus, any sf::Drawable can cast light. Normal maps are used to create pseudo 3d for the background tiles.
...this is also awesome. @brunnerant, do you have any further information? Perhaps a devblog or such a thing?

Hapax

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Re: Screenshot Thread
« Reply #181 on: December 19, 2016, 09:35:23 pm »
:o :o :o :o :o

This is seriously amazing! ;D
Makes me want to instantly create something with Plinth and some more Selba Ward elements.
Thank you!
I just wanted some examples of what the Selba Ward stuff might be used for and this sort of thing seemed the quickest and easiest way. It turned out not to be as quick as I hoped with having to create all those resources  ;D

Plinth's animation tracks were the backbone of this animation. Having now used it quite throughly, I have more of an idea on how I think those tracks should probably evolve.

Yep, SelbaWard is awesome  ;D
Thank you! ;)
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Tukimitzu

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Re: Screenshot Thread
« Reply #182 on: December 19, 2016, 11:18:12 pm »
@Hapax
Awesome demo!

Hapax

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Re: Screenshot Thread
« Reply #183 on: December 20, 2016, 12:14:15 am »
For more information about the Selba Ward demo animation, see this post on the Selba Ward thread.

@Hapax
Awesome demo!
Thank you!
Now we just need some of you people to use Selba Ward so that better things can be made with it! ;D
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AFS

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Re: Screenshot Thread
« Reply #184 on: December 23, 2016, 04:55:11 am »
Good job, Hapax. I particularly liked the rotating cube in the beginning; everything 3D or pseudo-3D is like black magic to me.  :P

---------------------------------------------

Personally, I've been slowly working on "Our Dear Paper Fighters". Recently I made a rubble effect using a VertexArray:

(click to show/hide)

The debris stays there, even if you go far away and then come back. The only exception is in the space mission: no gravity, so the debris just floats until it dissappears ;D

(click to show/hide)

All of this took me way more time to implement that I care to admit  :-\
« Last Edit: December 23, 2016, 05:01:41 am by AFS »

Hapax

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Re: Screenshot Thread
« Reply #185 on: December 23, 2016, 01:20:49 pm »
Good job, Hapax. I particularly liked the rotating cube in the beginning; everything 3D or pseudo-3D is like black magic to me.  :P
Thank you! :D
(click to show/hide)

Personally, I've been slowly working on "Our Dear Paper Fighters". Recently I made a rubble effect using a VertexArray
Good, good. Keep it up. Always like seeing how this game is going!

(click to show/hide)
I think the side propulsions (when turning) are on the wrong side...
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AFS

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Re: Screenshot Thread
« Reply #186 on: December 27, 2016, 05:10:53 pm »

(click to show/hide)

Nice!

I'll take a look at the implementation of "sw::Sprite3d", I'm curious of how you did it.

Good, good. Keep it up. Always like seeing how this game is going!

Thanks!

I think the side propulsions (when turning) are on the wrong side...

I don't know, I think they are on the right side: if you turn right, the propulsion is drawn on the left, "pushing" the object to rotate clockwise, but hey, I'm no rocket scientist  :P

Those propulsions are just placeholders, though, that's why they are barely visible.

eXpl0it3r

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Re: Screenshot Thread
« Reply #187 on: December 27, 2016, 08:18:09 pm »
I don't know, I think they are on the right side: if you turn right, the propulsion is drawn on the left, "pushing" the object to rotate clockwise, but hey, I'm no rocket scientist  :P
It does feel a bit odd in the animation, but they are on the right side. What I think makes it feel odd is the fact that they are pretty much centered around the center of mass, as such they wouldn't really introduce a spin and more of a left/right movement. If you want to add spin to an object in space, you'll have to accelerate it off-center. So a better placement would probably be at the front of the craft.

Looks good btw! :)
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Hapax

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Re: Screenshot Thread
« Reply #188 on: December 31, 2016, 02:48:19 pm »
@AFS
As eXpl0it3r said, it looks odd because they're on the wing tips around the centre. Whether they are on the correct side or not would depend on your choice of to place the thrust on the front or the back of the craft. They are on the correct side if used on the front. However, the back of the craft seems to move a significant amount more than the front does (I presume the centre of rotation is closer to the front) so I think it would make more sense to place the rotational thrust at the back (on the opposite side to where it is now). That said, you could do both; to rotate in space and stay stationary, you would thrust left from the front while thrusting right from the rear. As mentioned earlier, the centre of rotation seems to be closer to the front so the front thrust would be less.

I'll take a look at the implementation of "sw::Sprite3d", I'm curious of how you did it.
There are two parts to it really. One, it breaks down (subdivides) a quad into multiple quads (and then triangles) so that the texture can more predictable, and two, it transforms those points in actual 3D space using a compacted matrix.
Before adding depth to the origin, the matrix was even more compact :D
I can't remember whether or not each point (quad corners) is transformed using the matrix or just the four outer corners and then interpolated. I think the former.

There is a slightly "hacky" feel to the class, though. Things have to be updated whenever it is drawn as something may have been changed. This led to lots of things being mutable, for example - this is simply because SFML's draw is const; I wanted it to be able to used similarly to a standard sprite - no requirement for an update method.
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AFS

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Re: Screenshot Thread
« Reply #189 on: January 05, 2017, 07:42:21 pm »
^ Thanks for the suggestions. Now that you guys mention it, it does indeed look weird. The thing is, despite being in "space", the player still has to use the helicopter sprite for story reasons, so I can't use a proper "spaceship" sprite. I'll try to move the thrusters then, and probably use two at the same time, like Hapax said.

Happy new year!

nmb

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Re: Screenshot Thread
« Reply #190 on: January 12, 2017, 01:34:38 am »
This is a test.


Alia5

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Re: Screenshot Thread
« Reply #191 on: January 16, 2017, 10:17:26 am »
Been playing a bit with SFML, Box2D and Cmdu76s LTBL2 version lately.

(click me)

Alia5

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Re: Screenshot Thread
« Reply #192 on: January 31, 2017, 04:08:08 am »
Had a little fun with normal mapping and specular mapping :)

you can get a better quality video here
« Last Edit: January 31, 2017, 06:23:47 am by Laurent »

Hapax

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Re: Screenshot Thread
« Reply #193 on: January 31, 2017, 05:39:56 pm »
Had a little fun with normal mapping and specular mapping :)
(click to show/hide)
This looks very nice.
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Alia5

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Re: Screenshot Thread
« Reply #194 on: February 07, 2017, 08:39:37 am »
I kinda start digging this shaderstuff...


 

anything