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Some recent topics started on our forums |
[Release] "Nullpunkt" / "Point Zero"
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Hey there, GameDev. :)
I've just finished my recent game project. It is a 2D space shooter named "Nullpunkt" (or "Point Zero") I've been working on the last 2 years. The game engine is written entirely in C# and based on OpenGL and OpenA... |
Posted November 3, 2010 4:47:17 PM
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Nullpunkt
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Here are some screenshots to a project I'm about to finish: "Nullpunkt" (which translates to zero-point). As its content is done in german language I'm afraid only a small percentage of gamedev users will actually be able to play it... but I dec... |
Posted October 15, 2010 12:05:35 PM
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2.5D realtime shadowing advice?
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Hey there,
I'm currently thinking about how I would create a modern version of a 2D tile-based RPG engine. You know, something like that:
Only with the twist to inject a little more "graphic awesome". Dynamically lighting tilesets and objects... |
Posted October 3, 2010 6:25:46 AM
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Perf considerations: Optional component methods
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Assume the situation of a component-based gameobject system where you derive all your components from a general "Component" class. There are a lot of situation-specific update calls and not every component needs all of them. In fact, most components... |
Posted August 20, 2010 1:41:44 PM
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Efficient, modern 2D pipeline?
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I'm doing a different project right now, but can't keep my thoughts off that thing. I've written one or two OpenGL-based 2d graphic frameworks so far. I always used OpenGLs immediate mode although knowing it was deprecated and shouldn't be used... |
Posted June 28, 2010 4:27:10 AM
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VBO / Immediate Benchmark
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Hey there,
I repeatedly here people complaining about how sloooow immediate mode is but, using it myself, I always thought "Can't be too bad for 2D, worked good so far". Due to some recent performance issues (The first in ~three years) I wrote a s... |
Posted June 16, 2010 11:06:47 AM
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ZweiDe (C# / OpenGL 2d gamedev framework) - now free!
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Hey there,
just wanted to announce that the --> ZweiDe <-- module, previously available for ~15$, is now completely free and open source. ZweiDe is a 2d game framework based on OpenGL, Glfw and irrKlang and provides basic and advanced func... |
Posted May 31, 2010 1:08:00 PM
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2d game resolution independence
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Hey there,
when playing a modern 2d game, are you expecting it to be resolution-independent? If so, do you expect "true" independence as in 3d games instead of just having a bigger viewport (== you can see more)?
For my current game, having a d... |
Posted May 15, 2010 6:51:14 PM
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Aiming at "Freespace" in 2d: Pre-Alpha Test
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Hey there,
I'm currently developing a 2d space shooter (No! Please don't stop reading yet! :D ) aiming at recreating the atmosphere and feeling of the old "Conflict: Freespace" series.
However, I've just completed a first playable demo to give... |
Posted March 4, 2010 6:54:56 AM
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Need: Music [Orchestral, Sci-fi]
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Heyho,
I need music for my current project.
--> Would be nice, if it was orchestral
--> Also, single instruments should bring in some "sci-fi"-ish theme
--> For now, I need one or more tracks that illustrate space combat.
--> I can't pa... |
Posted March 4, 2010 7:01:39 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
[Release] "Nullpunkt" / "Point Zero"
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Not really 100% Nullpunkt-related but I didn't want to open a new thread for another announcement of mine. However, I'm blogging now. Basically a development diary for whatever I'm working on. |
Posted November 22, 2010 12:57:45 PM
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Rendering 2208 2D tiles - Optimization?
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You can use one vertex buffer for all tiles and inject all their vertex data at once. Also, you draw them all at once using a single drawcall. Assuming 10 immediate mode drawcalls per tile (Begin, 4 Vertices, 4 TexCoords, End), you're... |
Posted November 18, 2010 2:55:56 AM
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Games with 2.5D Isometric Graphics made from 2D images- NOT a 3d engine rendered 2.5D
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Not, isometric but 2.5D as well: --[ Nullpunkt / Point Zero ]--
It internally uses 3D coordinates for each sprite but does projections in software per-quad instead of 3D per-vertex. While the camera can (in theory) move tree in all three coordinat... |
Posted November 4, 2010 3:56:32 AM
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Nullpunkt
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Here it is:
--[ GameDev Topic ]-- |
Posted November 3, 2010 4:53:34 PM
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Nullpunkt
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English Version:
Well, I might do that. I don't know, maybe when the project is finished and the german version up and running :)
More Missions:
I won't do more missions. As content as I am with the existing one and the tutorial... I disco... |
Posted October 16, 2010 9:37:31 AM
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[C#] Indexing IEnumerable effeciently without allocation
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If you need to index something, don't pass it as IEnumerable<>. As far as I know, you can't do it efficiently with an IEnumerable and ElementAt is just iterating until a coutner reaches the index parameter. |
Posted October 1, 2010 2:07:13 PM
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Perf considerations: Optional component methods
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Quote:Original post by Telastyn
Quote:Original post by Fetze
God, you must really hate either .Net or component-based gameobject systems. ;)
Heh, I don't hate either. I'm probably one of the biggest .NET fanboys on the site, and I thin... |
Posted August 22, 2010 10:37:05 AM
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Perf considerations: Optional component methods
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God, you must really hate either .Net or component-based gameobject systems. ;) |
Posted August 22, 2010 5:56:58 AM
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Perf considerations: Optional component methods
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Quote:Original post by Telastyn
Quote:Original post by Fetze
More or less your whole comment ;-)
--> Explain, why you consider doing a component-based gameobject system in .Net is awkward / not a good idea
Because the language doesn't suppo... |
Posted August 21, 2010 7:09:50 PM
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Perf considerations: Optional component methods
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More or less your whole comment ;-)
--> Explain, why you consider doing a component-based gameobject system in .Net is awkward / not a good idea
--> Explain, why doing it over inheritance is especially not viable
I can only guess what giv... |
Posted August 21, 2010 4:36:45 PM
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View All Replies Made By This User
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