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Author Topic: Screenshot Thread  (Read 280735 times)

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SuperApe

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ubiquitous 2-D Tank development
« Reply #255 on: April 05, 2020, 06:01:08 pm »
With help from Hapax to jump start GLSL.  :)

Tank prototype started last month includes audio, tank mechanics, vfx (custom particle system), and endless terrain using image-based noise blending. Maybe I could start a project thread once this has a game scene class, menu system, and at least a level.

(Pleased there are still members sharing work here)  :D


Stauricus

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    • A Mafia Graphic Novel
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Re: Screenshot Thread
« Reply #256 on: August 09, 2020, 04:24:13 pm »
finally I have something a little prettier to show  ;D
becoming something between sim city and gangsters 2, I guess




http://www.youtube.com/watch?v=vY-htTALz-8
first, showing map with no filters
second, showing map owner of each building (there is only one for now, blue)
and then showing each buildings value. the greener ones have higher value, and tend to be closest to the center
Visit my game site (and hopefully help funding it? )
Website | IndieDB

Sinshu

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Re: Screenshot Thread
« Reply #257 on: August 14, 2020, 03:51:37 pm »
I'm trying to port Doom to C#, using SFML.Net.

Finally, my C# port of Doom reached the playable state.
Everything works fine thanks to SFML!

Here is a demo video:
http://www.youtube.com/watch?v=9_tncwL7qvM

GitHub:
https://github.com/sinshu/managed-doom

Nexus

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Re: Screenshot Thread
« Reply #258 on: October 31, 2020, 01:59:59 pm »
@Sinshu: great work, that looks really cool!

What parts did you use SFML for?
How did you do the 3D?
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

Sinshu

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Re: Screenshot Thread
« Reply #259 on: November 05, 2020, 08:40:15 am »
@Nexus: Thank you for the reply!

I used SFML for creating window, rendering, audio playback and handling input devices.

Regarding the 3D rendering, most of the actual rendering process is done in the software layer. For every frame, a byte array corresponding to the screen size is filled with color values dot by dot via a software renderer written in C#. The byte array is then transferred to the video memory as an OpenGL texture and displayed as a single quad which fills the entire screen. I know that this method is not very efficient, but this method is necessary to exactly reproduce the original software renderer of Doom.

If you are interested in the software renderer of Doom, there is a great material in which the rendering process in Doom is explained. You can access the free PDF from the following link.

The Game Engine Black Book: DOOM by Fabien Sanglard
https://fabiensanglard.net/gebbdoom/index.html

LucasM

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Re: Screenshot Thread
« Reply #260 on: March 13, 2021, 06:06:28 am »
Not necessarily an sfml project but using it for visualization in this instance.  Tilemap interpretation of environmentally sensitive  lindenmayer system strings.  Should kind of look like vines.

Switchboy

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Re: Screenshot Thread
« Reply #261 on: July 22, 2021, 07:47:53 pm »
Updated my RTS recently with new building and features

(click the image to enlarge)

https://github.com/switchboy/IsoRTS/releases/tag/mining

dschouhennes

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Rail and Bus Simulation
« Reply #262 on: October 15, 2021, 12:46:08 pm »
Finally managed to upload a playable version of "Golden Spike":

a public transport simulation with the ability to create huge maps - like all lines of e.g. Berlin. (Unfortunately, for now only available in German)

Here's the Trailer:
http://www.youtube.com/watch?v=vvO8xRTxNPM

Visit goldenspike.de (German only)
« Last Edit: October 15, 2021, 12:52:15 pm by dschouhennes »

LucasM

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Re: Screenshot Thread
« Reply #263 on: January 03, 2022, 01:01:13 am »
Finally figured out a tesselation algorithm based on quadtrees and integer (discrete) coordinates.  Each vertex was mapped with a random value for color.  Triangles (clockwise) to the right of the polyline are more white.

mrzo

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Re: Screenshot Thread
« Reply #264 on: January 13, 2022, 01:20:49 pm »
I finally managed to add a proper asteroid field to my space game.

« Last Edit: January 13, 2022, 01:27:00 pm by mrzo »

AnhBao

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Re: Screenshot Thread
« Reply #265 on: March 09, 2022, 09:22:41 am »
Here is my fighting game project. I implemented hitboxes, animation and such:



Sean Mulligan

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Re: Screenshot Thread
« Reply #266 on: November 28, 2022, 04:14:34 am »
A simple moving dots simulation.

« Last Edit: November 28, 2022, 02:40:33 pm by eXpl0it3r »

eXpl0it3r

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Re: Screenshot Thread
« Reply #267 on: January 25, 2023, 12:15:20 am »
Learned of whisper.cpp, a C/C++ implementation of Open AI's Whisper, the other day and had to give it a try with SFML. It's nothing fancy to look at, but I hope to get some near real-time audio processing going some time later.

Repository: https://github.com/eXpl0it3r/WhisperSFML
Blog post about it: https://dev.my-gate.net/2023/01/25/using-open-ais-whisper-with-sfml/

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Bondrusiek

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Re: Screenshot Thread
« Reply #268 on: February 19, 2023, 10:51:26 am »
Hi,
I'vs created Polyomino. This is clone of tetris but you can choose 1,2,3,4,5 blocks.

https://youtu.be/QdhNQLQd8Cs

Source code: https://github.com/Przemekkkth/PolyominoSFML

Bondrusiek

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Re: Screenshot Thread
« Reply #269 on: March 05, 2023, 03:24:09 pm »
Hi,
I'vs created next one game. This is Twini Golf

https://youtu.be/yet749PrGvQ

Source code: https://github.com/Przemekkkth/TwiniGolfSFML