General Showcase Thread

Ooh, that’s cool! I could imagine just that system as a base for a game, looking at that gif :slight_smile:

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yeah, it’s pretty neat

Here it is with a million small particles that map to an image

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This reminds me of something for random maze generation… forgot the name…

Contributing to this thread: GeonBit alpha first demo :slight_smile:

This is a hobby game engine I’m working on with MonoGame. Its based on the Entity-Component-System model and provide all the basics needed to write a basic 3d game.

The demo in the vid is a “game” made with GeonBit, with approx 600 lines of game-logic code (eg code that is not part of GeonBit), which include the MonoGame ‘Game’ class + few custom components.

More updates will follow, depending on my progress speed.

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Cool! The MG community needs more 3D IMO :smiley:

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I’ve written down a lot of stuff about recent work :slight_smile:

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an overview of the current state of the deferred engine, which you can download (source) from github

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What are the tiles, that are visible for a moment at 0:02? Does rotation work with the gizmo? I have it implemented, but I must have a bug somewhere, because when rotating suddenly the object that is modified by the gizmo gets also scaled and deformed… May be an rounding issue :worried:

Are you talking about my deferred engine?

what tiles? You mean the selection overlay?

http://community.monogame.net/uploads/default/original/2X/0/032bd42fc93f73a38f7ed9c06f9f3d7a6d3f5c09.gif

Ah now I see, yes I meant the selection overlay in the video…

No, I have the bug with the gizmo in my renderer and just wanted to know, if the rotation works with your gizmo in your engine. If so, I could look it up some time, although at the moment not so motivated to work on the renderer :blush:

I overlooked that this is the general showcase thread, thought it was the thread for your engine.

Ya’ll what’s crackin’ here peepz! ^ _ ^ y some early video feed of my current development running on both Desktop and Android ^_^y at least on 60 FPS :smile:

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Another GeonBit example - particle systems (+ skybox & camera controller)

cool, is there a game already or do they fly randomly?

@GeonBit
cool stuff - is it using GPU particles?

Not yet. GPU-based particles are a little more limited (depends on how complicated I want the shader to be) so I’m making a CPU particle system and GPU-based particle system separately.

Found this tutorial which looks promising http://www.ramroumi.com/graphics/monogame/2016/04/11/fast-particles.html

Hi Sir Kosmo!

It’s a little bit playable the video feed is on attack mode, I can now tell the Squadron to MOVE back to base, ATTACK it will choose it’s own path to the nearest Enemy with simple Attack and Avoidance AI , PROTECT an entity and or to STOP.

With the current state of my game engine I can easily create a 3D Galaga style with dynamic pre defined Bezier curved path :smile:

I was having the hard time implementing the Trail, all trails now is render in one go and facing the camera, rather than rendering it one by one.

Since my target is Android Device I’m currently busy porting my existing Winform GUI style from HTML5/JavaScript/TypeScript to MonoGame ^_^y it’s touch compliance already.

I’m porting this to MonoGame:

I am working on a Color Correction Filter, which you guys should easily be able to integrate into your games :slight_smile:

EDIT: More info + download here:

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I’m working hard on integrating Signed Distance Fields into the engine. First results with soft shadows

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cool, does it still work like cubemap shadow with different filter or just different approach?

different approach altogether.

so, the final shadow ouput still store in cubemap form?