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Author Topic: Screenshot Thread  (Read 62287 times)

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Gregouar

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Re: Screenshot Thread
« Reply #240 on: February 07, 2018, 06:33:25 pm »
Hi everyone !

It's been a while since I went here (maybe some of you remember me from Holyspirit), but now I'm back with a new project in mind (I'll tell you more probably in a couple of months). Here are the first screens of the PBR 2.5D isometric engine I'm developing for this projet:




Note that I puted the sarcophagus as metallic, also remark that the leafs on the tree are translucent.
 
Technically, it's deferred shading using PBR equations from https://learnopengl.com/, SSAO and prerendered 2.5D assets (4 passes : albedo, normal, heightmap and material). I'm using almost exclusively SFML, I just had to add a MultipleRenderTexture class to improve performances for the deferred rendering (wich is only compatible with system supporting FBO).
« Last Edit: February 07, 2018, 06:36:42 pm by Gregouar »

Elias Daler

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Re: Screenshot Thread
« Reply #241 on: February 16, 2018, 10:30:32 pm »
Looks amazing!

Ruckamongus

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Re: Screenshot Thread
« Reply #242 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 #243 on: February 17, 2018, 03:02:10 pm »
Wow! Looks impressive indeed! :)
Selba Ward - SFML drawables
Kairos - Timing Library
Rectangular Boundary Collision - Rectangular SAT Collision

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Gregouar

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Re: Screenshot Thread
« Reply #244 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 #245 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... :)

achpile

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Re: Screenshot Thread
« Reply #246 on: March 15, 2018, 02:29:49 pm »
Used only straight lines to draw (Except outline circle)


Source: https://github.com/achpile/math/tree/master/lines

Inspired by this:
(click to show/hide)

Hapax

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Re: Screenshot Thread
« Reply #247 on: March 17, 2018, 01:29:30 am »
Used only straight lines to draw (Except outline circle)
(click to show/hide)
This is really pretty! Nice work :)


Surely, the outer circle is made up of staight lines too really ;D
Selba Ward - SFML drawables
Kairos - Timing Library
Rectangular Boundary Collision - Rectangular SAT Collision

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AlexAUT

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Re: Screenshot Thread
« Reply #248 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)





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.



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



 

anything