Recent content by Marcin Sciesinski

  1. Marcin Sciesinski

    LibGDX and Entity system tutorial series on YouTube

    I've just finished episode 20 of my "Let's Make a Game - Platformer" YouTube series, where I go through all the coding required to write a game using LibGDX and Entity system libraries, as well as my own library containing some reusable code (open source). I think this is a good introduction to...
  2. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    And another update: 1. Implemented "faction" system that allows to specify allegiance of entities and define opposing factions. 2. Implemented rudimentary AI of characters that moves along specified path, until it encounters an entity of opposing faction within its firing range, once there -...
  3. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    The LibGDX library has its own particle system, but it's very limiting and for example would not work in multi-world environment, because it uses static containers for particles. I wrote my own particle system, that uses LibGDX for rendering, that even allows some extendability. It was actually...
  4. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    It's time for an update again. I've been busy the last week so have not done much work, but here is what I've got: 1. Figured out what kind of "game" I want to make - imagine Minecraft, Tower Defense and League of Legends had an ugly baby. 2. Improved collision detections - still some work I...
  5. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    It's only about number of draw calls to shader, and then how many pixels shader has to evaluate. So, if you increase the size of window - the number of pixels increases. If you increase number of stars - number of draw calls increases, because of the max size of parameter array you can pass in...
  6. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    The "stars" at night are passed to shader in an array. If the number is large enough, multiple draw calls have to be made, each with set of stars to draw. The maximum size of an array is graphics card dependent. If you try to pass too many in one draw call it takes forever. This might be the...
  7. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    At the moment F11 switches between windowed and fullscreen. Also, F2 saves a screenshot.
  8. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    Today I've added post processing hook to the rendering engine. I've also added two post processor implementations, blur: And bloom:
  9. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    It's getting late - time to go to sleep:
  10. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    And other images: Stars in the sky: Different trees coexisting:
  11. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    Busy weekend: 1. Textures can now have transparency (i.e. leaves). 2. Further improved shadows. 3. Extracted rendering of backdrop to an interface and multiple backdrop renderers can participate in rendering it. 4. Added "celestial bodies" (using backdrop rendering) module that allows to define...
  12. Marcin Sciesinski

    Implementation gestalt-entity-system

    Instant feedback in IRC conversations...
  13. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    Yesterday I've been working on performance improvements. A lot of stuff has been moved from fragment shaders to their respective vertex shaders. I have also made a successful attempt at getting one level lower in rendering. Rather than using libGDX provided objects (ShaderProvider and...
  14. Marcin Sciesinski

    Implementation gestalt-entity-system

    On the other hand, you get the benefit of instant feedback.
  15. Marcin Sciesinski

    Project ES refactoring and random playing with OpenGL

    Comparison of fps at night and day standing still.
Top