Post a screenshot
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(In Topic #357)
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To start off with, I wanted to post this screenshot from the latest iteration of my OpenGL engine. I finally managed to fix my collisions bugs and have been re-implementing features onto a basis on Qt 5 rather than SDL so that I can still use the GUI designer (because otherwise why even use Gambas?). I got sprites to work the other day. I need to finish defining my map format before I add in multiple textures and differing wall heights, but it is all prototyped.
<IMG src="https://static.miraheze.org/pigalorewiki/3/3b/PS-Tech-2019.png">
</IMG>PS Tech - PigaLore
To all a very happy, healthy 2020!
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Technopeasant said
…a thread where we periodically post screenshots of a project we are working on…
Good idea.
Maybe this thread should be moved to the Project Showcase section.
Happy new year & may all your code be bug-free in 2020.
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</IMG>A randomly generated forest in my tile system.
I am quite happy with the minimap.
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<IMG src="https://static.miraheze.org/pigalorewiki/e/e5/Windys-ncurses.png">
</IMG>Screen size is limited, so my old levels need to be trimmed down (from 12 floors per level to 10 shorter ones), but otherwise it is looking good.
Probably will do a re-write of the Qt version as well down the line though (I had no concept of classes or arrays back then… so much duplicated code).
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<IMG src="https://static.miraheze.org/pigalorewiki/9/98/Hull-Breach-2-Point-0-Development.png">
</IMG>Planning to get back to the ncurses Windys when I am done this.
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<IMG src="https://static.miraheze.org/pigalorewiki/9/91/Halloween-Alpha.png">
</IMG>
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<IMG src="https://static.miraheze.org/pigalorewiki/3/3a/Directional-Culling.png">
</IMG>
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<IMG src="https://static.miraheze.org/pigalorewiki/f/f6/MD2.png">
</IMG>Knight statue | OpenGameArt.org
The component probably should just be gb.opengl.md2 as it is not exactly an full featured game engine, but I think Tommyline had some other ambitions for it back in the day.
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<IMG src="https://static.miraheze.org/pigalorewiki/b/b7/GL-Lighting.png">
</IMG>Thanks to https://www.freebasic.net/forum/viewtopic.php?t=4982
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Enthusiast

This is my Market leading Retail software for Independent shops
<IMG src="https://www.algpos.co.uk/gambas/NPoSScreenshot_3.png">
</IMG>A few more things to convert from Windows to Linux but we are almost done for a live install
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Europaeus sum !
<COLOR color="#FF8000">Amare memorentes atque deflentes ad mortem silenter labimur.</COLOR>
<COLOR color="#FF8000">Amare memorentes atque deflentes ad mortem silenter labimur.</COLOR>
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AndyGable said
This is my Market leading Retail software for Independent shops
Ah, the classic use case for Visual Basic. 8-)
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vuott said
All very nice and interesting, but I would be awarding you "magna cum laude ", if you would write a tutorial to create those 3D graphic environments. :roll:
That would depend what exactly you are asking for. A guide for OpenGL rendering itself or how my level structure works? The latter is still provisional and is not how I intend it to work in the end.
And of course, ideally I would replace the rendering with OpenGL 3.x+ or Vulkan anyway.
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<IMG src="https://static.miraheze.org/pigalorewiki/b/ba/Uneven-Ground.png">
</IMG>All the tiles right now are the same, but I will make it so each tile is given a different set of heights on the various points.
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Technopeasant said
AndyGable said
This is my Market leading Retail software for Independent shops
Ah, the classic use case for Visual Basic. 8-)
Well Originally the application started off in PDS 7.1 then moved to VB6 and then I make the mistake of moving it into VB.net but now I have moved to Linux a lot more things have been able to be created (like my loyalty module)
I should have moved to Linux when VB6 was retired but Gambas was not very old at that time. LOL
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Uhmmm… a guide for OpenGL rendering would already be a good start.Technopeasant said
That would depend what exactly you are asking for. A guide for OpenGL rendering itself or how my level structure works?
Europaeus sum !
<COLOR color="#FF8000">Amare memorentes atque deflentes ad mortem silenter labimur.</COLOR>
<COLOR color="#FF8000">Amare memorentes atque deflentes ad mortem silenter labimur.</COLOR>
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Posted
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It has some basic document analysis such as checking for 'poor use' words, word frequency and use of cliche phrases.
You can create story detailed characters with a reference image as well as any other named item.
Cheers - Quin.
I code therefore I am
I code therefore I am
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<IMG src="https://freegamedev.net/assets/files/2024-10-31/1730416469-41954-image.png">
</IMG><IMG src="https://freegamedev.net/assets/files/2024-10-31/1730416512-93130-image.png">
</IMG><IMG src="https://freegamedev.net/assets/files/2024-10-31/1730416573-571359-image.png">
</IMG>Also planning to add more playable characters at some point, each with their own weapons and transformations.
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Thank you very much for your work. Nice to hear that you are continuing to work on it.
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