Author Topic: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC  (Read 6052 times)

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Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #75 on: February 19, 2023, 09:43:33 PM »
Added small border, I think this is it for now, maybe I'll get more ideas later. Maybe you have some ideas (that aren't too hard to implement) too.
Not 100% sure about how fungus looks - when it goes from land to water and vice versa it makes coastline less visible, maybe I'll draw thicker border there, in SMAC land fungus is always separate from sea fungus and couldn't traverse coastlines like that, but I like how it looks, it's also more realistic.

Offline dino

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #76 on: February 19, 2023, 10:22:02 PM »
Definitely looks solid enough even for a final release, you can safely move on to more important things.

Introducing at some point a thin beach outline would be nice, though. I like that the land and sea fungus is connected too, even if there will be a beach outline it shouldn't separate the fungus.

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #77 on: February 19, 2023, 10:54:59 PM »
Added some beach

Offline dino

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #78 on: February 19, 2023, 11:25:33 PM »
Awesome, it isn't even noticeable it separates the fungus, but it makes the change from blue to pink less abrupt and easier on the eye.

Offline Sardaukar

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #79 on: February 23, 2023, 08:55:54 PM »
Coastlines getting nice and jagged.  ;b;

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #80 on: February 25, 2023, 02:56:23 AM »
Working on rivers, not final version yet (need to erase beaches on river exits and improve river generation algorithm).
Did some improvement to terrain textures too, but mainly focused on map controls and there wasn't much to screenshot about them (but I'll make video after finishing rivers and resource bonuses).

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #81 on: February 27, 2023, 01:53:02 AM »
 8)
(not final version of resources probably)

Offline afwbkbc


Offline DrazharLn

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #83 on: February 27, 2023, 04:29:11 AM »
Looks really good! I'm still super impressed by your productivity!

If you're interested in map generation code, Thinker has a bunch already written in C++ and open sourced.

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #84 on: March 03, 2023, 09:24:44 PM »
Working on minimap for now, took some kungfu inside engine to make it 'screenshot' world into texture, but now it's done and can be reused for base UI and maybe something else later.
This is first version, a bit blurry and without extra details. Open to suggestions  ::) For now I'll be fixing bugs and moving to adding frame and map controls to it, later it will have extra overlays (toggleable by player) such as elevations, faction territories, ecology, etc. I'll see if there's easy way to sharpen it.

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #85 on: March 03, 2023, 09:27:39 PM »
Some full screens with minimap.

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #86 on: March 04, 2023, 11:32:35 AM »
Hmm I just found out SMAC had this strange alternative minimap mode. It kinda 'zooms in' and you can scroll in minimap window same as in main viewport.
Is it useful for something? If not maybe it's better to replace these two buttons with map overlay buttons (where user can switch to see elevations, territories, ecology, maybe terraforming or something else, or return to default 'satellite' map).
Please tell me if you are/were using this alternative minimap mode actively, and for what purpose.

Offline DrazharLn

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #87 on: March 04, 2023, 12:03:20 PM »
I don't use it and I think using the space for more buttons makes sense. The most used overlay in PRACX is the one that shows the resource yield of tiles (current yield or best yield with terraforming).

Offline pblur

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #88 on: March 04, 2023, 12:54:14 PM »
I've used it on occasion to look at unit dispositions in a diplo screen. Not THAT useful.

Offline afwbkbc

Re: GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC
« Reply #89 on: March 04, 2023, 05:41:21 PM »
Added some stuff, looks a bit less blurry when aspect ratio matches that of map. Now just need screen frame.

 

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