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Author Topic: Screenshot Thread  (Read 105388 times)

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Ruckamongus

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Re: Screenshot Thread
« Reply #240 on: February 16, 2018, 11:40:07 pm »
That looks awesome! It has a Strongohld look to it!

Hapax

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Re: Screenshot Thread
« Reply #241 on: February 17, 2018, 03:02:10 pm »
Wow! Looks impressive indeed! :)
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Gregouar

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Re: Screenshot Thread
« Reply #242 on: February 17, 2018, 11:19:36 pm »
Thanks guys ! =D

I added a bit of bloom and tested something for dynamic shadow casting:



The problem here is that since I'm using only prerendered 2.5D assets, I do not have access to the full information about the geometry of the objects. It was not too much of a problem for the directionnal shadow casting since I assume the sunlight to be oriented with a direction close from the view. But for dynamic lights that move in the scene, it is clearly not enough (and also, it need to be recomputed quickly, which is not possible with the way I'm doing it).
Hence, I decided to add some invisible "3D objects" to the scene, that act only as shadow casters. The idea would be in the game to add only those for big, simple geometric entities (like walls, pillars, barrels, etc).

Alia5

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Re: Screenshot Thread
« Reply #243 on: February 21, 2018, 01:08:58 am »
Finally got around to continue my little engine like thingy.
PARTICLES! You simply cannot have enough.

https://twitter.com/flatspotpics/status/966047451781136392

(I'm on mobile right noe, so excuse the twitter link, it's a video)



FPS tank a bit since I'm drawing a separate circleshape for every particle in the debugdraw, ouh well... :)


Hapax

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Re: Screenshot Thread
« Reply #245 on: March 17, 2018, 01:29:30 am »
Used only straight lines to draw (Except outline circle)
This is really pretty! Nice work :)


Surely, the outer circle is made up of staight lines too really ;D
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AlexAUT

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Re: Screenshot Thread
« Reply #246 on: March 18, 2018, 08:23:45 pm »
Two projects I have done for university and now integrated into my engine (using sfml)

Real time rendering engine, technique:
- Mesh loading (obj/collada)
- Particle engine (fire)
- Free flight camera
- Camera paths
- Shadow volumes entirely on the GPU (geometry shader for generating shadow volumes)
- Water (refraction and reflection with a dudv map)

http://www.youtube.com/watch?v=Y_x1e8th-i4



Cloth simulation with VerletIntegration (256x256 grid) implemented in Cuda using a 3-spring model to simulate the behaviour between each particle. Rendertime without recording ~0.8ms.

http://www.youtube.com/watch?v=9dT1bYgQVGI

Will post it into a seperate thread as soon as i release the source code :)


AlexAUT
« Last Edit: March 18, 2018, 08:28:23 pm by AlexAUT »

jamesk

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Re: Screenshot Thread
« Reply #247 on: April 17, 2018, 01:10:01 am »
Grid-based combat, shaders, and audio manager with limited channels (for a retro emulated effect)

https://youtu.be/zztrHvrZON4

Grenthal

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Re: Screenshot Thread
« Reply #248 on: March 01, 2019, 07:29:49 pm »
I’ve prototyped mechanism for animating 2D planet/fake sphere for my current project.
Although it’s not much I must say I like the output:

To achieve this I’ve browse through dozens of articles and discussions in quest for knowledge (and at some point also ended on SFML forum  ;)).
Leaving link to prototype in case someone, one day would need inspiration  :): https://github.com/PawelWorwa/Animated-Planet

Hapax

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Re: Screenshot Thread
« Reply #249 on: March 02, 2019, 05:04:12 pm »
RE: Fake 2D sphere
Looks good.

RE: Cloth simulation
Impressive and beautiful.
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Stauricus

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Re: Screenshot Thread
« Reply #250 on: October 29, 2019, 04:55:55 pm »
I'm working on a isometric tilemap city. so far it works good, and I haven't seen any unexpected bugs in the past few days.
what it does:
-creates a tilemap based on binary space partitioning (or atleast I think it can be described like that  :P)
-gives a "value" atribute to each tile (tiles near to the city center tend to have higher values)
-camera is controlled by holding down the right mouse button and moving it around

building the random/procedural city:


grey tiles are streets:


and a video (warning: it takes 1:45 building the map)
http://www.youtube.com/watch?v=gYVybRyChNQ

next step is to change these square tiles to hexagonal shapes, to fake 3d axes in isometric :)
« Last Edit: October 29, 2019, 05:21:36 pm by Stauricus »

Mortal

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Re: Screenshot Thread
« Reply #251 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 »

Sinshu

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Re: Screenshot Thread
« Reply #252 on: February 26, 2020, 01:17:18 pm »
I'm trying to port Doom to C#, using SFML.Net.
Although I'm not so familiar with OpenGL, the rendering engine runs very fast thanks to SFML.
I really appreciate this great library.

Here is the progress so far:
http://www.youtube.com/watch?v=k1ovWOaQAvk

Mortal

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Re: Screenshot Thread
« Reply #253 on: March 05, 2020, 04:02:35 pm »
i just found an old wishlist note that i made it to myself when i was learning C++/SFML/English-Language dated on 2015 lol.
i couldn't imagine how fast the days passing.

one of which is to make an analog clock. i got time to work on this and fulfil my old wishes. i recently had another example as well for simple and naive rope simulation. i decided to share them with you guys.

here the analog clock example:
https://www.youtube.com/watch?v=moYk7dPJOeM


UPDATE:
still working on the analog clock, i think it is a bit nicer this way, isn't it?
https://www.youtube.com/watch?v=JFAtVEXDLho


here the rope semulation example:
https://www.youtube.com/watch?v=ze3Rb7Y6Kes
« Last Edit: April 13, 2020, 07:53:43 pm by Mortal »

Hapax

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Re: Screenshot Thread
« Reply #254 on: March 07, 2020, 08:33:48 pm »
Always good to see another Doom remake.

Rope simulation looks pretty.
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