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Posts by Erwin Eigenmann

Haha, LMAO, nice! It's the legendary 3D model mesh dude from XNA! It's freaking hard to make it work.

1 week ago 3 0 1 0

Did Unreal survive the Quake back in 1998? :)

2 weeks ago 1 0 0 0

Nice! you finally got Assimp animation to work in C#.

2 weeks ago 1 0 1 0

That’s a great concept, it really creates a chilling environment!

2 weeks ago 0 0 0 0

Good morning, afternoon and evening.

2 weeks ago 1 0 0 0

Correct! Do not use any asset unless its legal status and provenance are clearly verified, particularly in cases involving ambiguous or gray-area licensing.

2 weeks ago 1 0 1 0

That's great progress! Are you planning to turn it into a full game?

3 weeks ago 1 0 1 0

These kinds of classic games stand the test of time because they are built on rock-solid gameplay.

1 month ago 0 0 0 0
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Preview
a dragon is breathing fire from its mouth . ALT: a dragon is breathing fire from its mouth .

Hot!

1 month ago 1 0 1 0

Nicely done! This looks great. 🙂

1 month ago 1 0 0 0

It seems like you’re into the Microsoft ecosystem, you use Visual Studio, .NET, C#, Blazor and you like Xbox too. But you’re using Vulkan instead of DirectX 12. Interesting choice 🙂

1 month ago 2 0 1 0
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Today marks the 30th anniversary of Super Mario RPG Legend of the Seven Stars!
(Super Nintendo)
#gamesky #nintendo #gaming #retro #SNES #art #SquareEnix #SuperMario #retrosky #SuperNintendo #SuperMarioRPG

1 month ago 37 3 0 2

That’s good to know. I guess Unity is still one of the best engines for exporting games to multiple platforms, since it makes it relatively easy to build for mobile, desktop, and web from the same project. well done!

1 month ago 1 0 0 0

What fascinates me is that your sample runs in 3D, yet the interaction happens on a 2D screen. Poking fast-moving objects and resolving the collision through unprojection is particularly interesting. Keep up the good work!

1 month ago 1 0 1 0

Nice! And it’s running in the browser!

1 month ago 1 0 1 0

Looks fun! This is worth checking out!

1 month ago 1 0 0 0

I think your engine is now capable enough to make games like The House of the Dead clones on mobile devices.

1 month ago 1 0 1 0

Atari 2600 graphics vibes!

1 month ago 1 0 0 0
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Nice retro aesthetic! it really brings back those good ol’ NES vibes!

1 month ago 2 0 0 0

I like the aesthetic a lot. It has a clean, polished look while still feeling stylish and distinctive.

1 month ago 2 0 0 0

Wait… is that other cube rendered in wireframe? I remember that OpenGL ES on mobile couldn’t enable wireframe mode for some reason. If Vulkan can do this, that’s awesome.

1 month ago 1 0 1 0
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Hooray!🎉I can’t believe I’ve pulled this off ~ this #Vulkan project is now running on Windows ✅ and Android ✅Next step: I need to install Linux to test it there as well and maybe grab a Steam Deck too, just for testing purposes.💃

#GraphicsProgramming #Gamedev #IndieDev
#DotNet #CSharp #Android

1 month ago 33 3 2 0

This appears to be correct. Most games operate at 60 FPS with a delta time of approximately 16 ms per frame. Given that your DT is roughly 8 ms, this corresponds to an update rate of about 125–128 updates per second. Therefore, the system is effectively running at 128 UPS. Nicely done.

1 month ago 1 0 1 0

Nice! Excellent!

2 months ago 1 0 0 0

I remember when I first tried to clone Space Invaders and skipped the bunkers because they were such a pain to implement. Nice job!

2 months ago 1 0 1 0

I organized my C# code into regions in a structure very similar to yours to keep it clean and easier to navigate.

2 months ago 1 0 1 0

Nice re-imagining of Space Invaders! A fresh and creative take on a true arcade classic!

2 months ago 1 0 1 0

This project is becoming more interesting as it progresses. Each stage reveals new insights, from Vulkan initialization to rendering your first triangle and beyond. Keep up the excellent work -- you're doing a fantastic job.

2 months ago 1 0 1 0
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Neat!

4 months ago 1 0 0 0

Nice! I recently noticed that the floor Vulkan image is flipped, right?

4 months ago 2 0 1 0