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2D Karl! Today finished with optimization, should work even Tetris.

1606 sprites! One sprite 6 vertex 2 triangle.


This is my simple 2D "engine", I may be selling it for $1.000.000, and buy a graphics card for Leadwerks Engine smile.png.


Need your help in testing. I want to make sure that not only works for me.


Camera move:






Hit Escape key to exit


System requirements:

Graphic card with support OpenGL 3.3 and shader model 3.0



Release 2D Engine.zip


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Shouldn't it be 4 vertex 2 triangle? You would re-use a couple of vertices.


Looks good btw!

I'll give it a test


Yes, you are absolutly right. But I do not know for what reason I do not make the indexesph34r.png.


Thanks for test Brutile!

The error due to lack of microsoft visual c++ 2015 redistributable.



Added ebo smile.png

const float rect[] =
 x, y, 0.0f, 0.0f, 0.0f,
 x + width, y, 0.0f, 1.0f, 0.0f,
 x, y + height, 0.0f, 0.0f, 1.0f,
 //x, y + height, 0.0f, 0.0f, 1.0f,
 //x + width, y, 0.0f, 1.0f, 0.0f,
 x + width, y + height, 0.0f, 1.0f, 1.0f
GLuint elements[] = {
 0, 1, 2,
 2, 1, 3

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Trying to remake an old game I wrote in DBPro. It's based on the Cube (1997) movie. The prefab texture issue is giving me a real headache. I will need to put this aside since the textures can get screwed up even by simply reloading the map. sad.png




As a fan of this film since release I applaud this idea and can't wait to see how it develops.

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  • 1 month later...

Today I decided to work on a remake of a popular map that was included in a cult-classic game:




Name that map! tongue.png


It's just stock textures and the stock FPS player for now, but I hope to make this into a cool shooting game someday.

And yes: my intention is to remake the entire map! In all of it's Leadwerks 4.0 glory!


-Edit- This version is complete:


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Some very early work, showing the top floor/entrance to a small "sub-environment" of a zone in a game project I'm (slowly) working on. Just wanted to see how it might look in-engine, for scale. Seems a tad on the large side, now, but that's 'cause it's empty. There'll be more "breaking it up" when it's complete.



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A nifty video clip of running around in the environment I showed a couple posts back, with a very rough and ugly texturing job. Didn't want it to just look like rock everywhere. Need to work on how I want to texture these large set pieces for the final version. I'd like to use a vertex-blended multitexture approach; which I assume can be done with a shader, though I don't know if one exists, yet. That approach would allow for much better texture resolution.


I know it's not much to look at, but thought I'd share it anyway.



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SD exported metals (courtesy of ScrotieFlapWack), silver,copper,steel mats rendered in LE

I will call them metal and gloss shaders, even tho they look like PBR they are not doing all the energy conservation stuff, only the gloss and reflection + ambient from cubemaps and fresnel term.


Reflection and specular reflection/gloss are blurred/spread based on roughness map.

Amount of environment reflection are based on metalness map.




SD mats originally rendered in SD looked like this:




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