Haha, LMAO, nice! It's the legendary 3D model mesh dude from XNA! It's freaking hard to make it work.
Posts by Erwin Eigenmann
Did Unreal survive the Quake back in 1998? :)
Nice! you finally got Assimp animation to work in C#.
That’s a great concept, it really creates a chilling environment!
Good morning, afternoon and evening.
Correct! Do not use any asset unless its legal status and provenance are clearly verified, particularly in cases involving ambiguous or gray-area licensing.
That's great progress! Are you planning to turn it into a full game?
These kinds of classic games stand the test of time because they are built on rock-solid gameplay.
Nicely done! This looks great. 🙂
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 🙂
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
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!
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!
Nice! And it’s running in the browser!
Looks fun! This is worth checking out!
I think your engine is now capable enough to make games like The House of the Dead clones on mobile devices.
Atari 2600 graphics vibes!
Nice retro aesthetic! it really brings back those good ol’ NES vibes!
I like the aesthetic a lot. It has a clean, polished look while still feeling stylish and distinctive.
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.
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
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.
Nice! Excellent!
I remember when I first tried to clone Space Invaders and skipped the bunkers because they were such a pain to implement. Nice job!
I organized my C# code into regions in a structure very similar to yours to keep it clean and easier to navigate.
Nice re-imagining of Space Invaders! A fresh and creative take on a true arcade classic!
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.
Neat!
Nice! I recently noticed that the floor Vulkan image is flipped, right?