Screenshots
BlitzMax Forums/MiniB3D Module/Screenshots
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Here's proof that miniB3D works flawlessly on MacOS! My game Fruzzle, ported from blitz3d to it, running on MacOS. It's also running on Windows and Linux! :) Let's make this an screenshots thread, from various games or programs made with miniB3D, to show everyone how powerful it can be! |
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Apparently no one wants to play? I'll keep posting... BlitzSky ported to minib3d :) |
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Go on then ;) here's my latest in video form: http://www.youtube.com/watch?v=fzkW4rEjceY It's Max*MiniB3D*Brucey! Cheers Charlie |
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I don't have anything to post yet :# Hang in there, perhaps in a few months I'll join you (cute first pic btw). |
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Making progress....the game is based loosely on Paradroid, but with more action. |
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Wow, very polished. I hope it plays as well as it looks. |
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nice! |
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Hey Charlie! That's a sweet video, was the done with minib3d?! How'd you do the particle effects?! |
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Yeah, minib3d. I wrote my own single surface texture thing for the particles, as minib3d's sprites are too slow for what i wanted. Cheers Charlie |
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Any chance for a sample or an overview of how you did it? Looks fantastic! |
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Yah! I'd love to see your single surface texture thing lol, I need to implement particles in my game and have been using the sprites, but like you said, they're wayy to slow |
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I don't think sprites are *that* slow... I have a initial port of Blitz3D "Eole Particle System" - and this is a test of it running: 453 particles on screen, ~80 fps, using sprites. |
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Depends on a lot of things. They're fine for everything I've ever needed, but faster is always better since it leaves more overhead for other stuff :0) |
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What makes them slow, the whole TMesh.update() function overhead? Or creation/deletion? |
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It is the Update() overhead, because in the end you are having one call for each quad (if you're using sprites), as they are considered separate meshes. All those state calls... that's pretty expensive. |
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I occasionally have over 1200 particles that need updating, intense overhead |
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My OpenGL particle stuff is much faster than the built in sprite stuff, but it's quite case specific in that it relies on the camera facing in a constant direction (in this case towards negative z). It's pretty useless for anything other than a game played on a 2d plane with a 2d camera. I'm using meshes for the ships etc. but it's all 2d. Now, if someone where to come up with a fast billboard sprite routine.... Cheers Charlie |
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I'm still interested. 2D in 3D is great, it allows for crazy easy transforms (like zooming) since you just move the camera a bit... neat effects with ease too since you have a Z axis to play with... It's a great base from which to maximize minimal art assets (important when you're working on the cheap) |