O P E N
to; m/f/nb (m/nb for ship/smut)
“You know, if you wanted me in handcuffs, you only had to ask.”
seen from China
seen from Malaysia
seen from Japan
seen from Germany
seen from China

seen from Malaysia

seen from China

seen from Sri Lanka
seen from United States

seen from Malaysia

seen from Germany
seen from China
seen from China
seen from Austria

seen from Malaysia
seen from Türkiye
seen from Germany
seen from China

seen from Bahrain
seen from China
O P E N
to; m/f/nb (m/nb for ship/smut)
“You know, if you wanted me in handcuffs, you only had to ask.”
alright, very first “game” I’ve made all by myself without using an engine. still not done yet, but it shows more than the previous gif :p
I discovered I hate doing collision checking btw
so I’ve been meaning to write my own game loop to use for this engine instead of OpenTK’s default one, and here it is :D
only, running at 1 update per second. the actual game will run at 60, I promise
but this just shows off the interpolation when it goes to render the game. anything that needs to be rendered keeps its previous state around, and interpolates between the previous and the current state based on how far between the current and next update the rendered frame is. so say the game updated at 0 seconds, 1 second, and then the next update is at 2 seconds. a rendered frame at 1.5 seconds would show the ball exactly half way between its previous position and its current one, and then a render at 1.9 seconds would show it super close to the current frame.
you’d always keep the update rate pretty high so the lag isn’t as noticeable, but if the game needs to render faster than that then this would keep the game state consistent while just rendering interpolated versions of it. you also need this for physics to work without exploding :p
added some sounds, made the ball split sometimes when hitting a brick, and made it actually progress through levels. even if they’re all the same thing :p
alright I got text rendering done kinda. no coloring or anything, but you can change the size and font and stuff. the waviness is just to show off some :p
the only thing it doesn’t support yet is kerning, which BMFont does give me stuff for, I just haven’t gotten around to it.
veeeeerry slowly turning into an actual game. all that’s left now is to make it so you lose if you run out of lives
okay so since all my projects have super huge scopes, I’ve decided I wanna make some super simple little games just to get something made
this gif doesn’t show a game or anything, buuut it shows the first triangle drawn in an engine I’m making from scratch with nothing but C# and OpenTK :3
and a little bit of framework stuff. main function creates a Game object, that sets up the window, creates a Scene object and adds some entities, the scene loops through them on each frame, etc. not really fancy
my favorite bug so far is the one where you can get the ball stuck in the paddle, letting it build up speed until it has enough to just pass through everything