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SyntaxBoom, now with pwetty syntax highlighted code boxes! \o/ 

https://www.syntaxboom.com/forum/index.php?topic=96

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Baggey

2025-09-24, 17:57:11
They'll be using Expanding foam to glue bricks together next  :-X

Dabzy

2025-09-24, 06:09:52
You can also get the expanding foam post fix, but, I wouldnt trust it really, especially where I live on the side of a valley and when the storms blow in the right direction, whistling down the valley, nowt is safe!

Baggey

2025-09-23, 08:53:01
That Postcrete stuff is amazing. I never know how much water to add. May be i should read the Instructions  ;D 

Dabzy

2025-09-22, 21:33:46
Cannot beat a breaky uppy mode, saves the hand cramps and chipped knuckles knocking ten bells out of a chod of conc with a hammer and chisel.

GfK

2025-09-22, 21:28:44
I have a massive JCB drill with a concrete breaky uppy mode which has got me out of jail free a couple of times replacing rotted fence posts that has been concreted in.

Amon

2025-09-22, 19:23:30
What about Roly?

Dabzy

2025-09-22, 19:22:35
Putting my 2 deckings in.... I've dug enough post holes to last me a life time... I feel sorry for the future poor sod who may want to shift'em... Like most things I do, I tend to go over the top, and as such, I've probably got shares in postcrete! :D

GfK

2025-09-22, 19:10:57
Round is a shape.

Baggey

2025-09-22, 19:04:49
Consult a qualified electrician for compliance with BS 7671 and local building Regs! Avoid areas where future digging is likely. ;)

Jackdaw

2025-09-22, 18:18:24
That depends on where the cable is to run. Minimum depth in a garden in 450mm. Under pavements 600mm.

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Recent

Conflict 3049 - free RTS game (built with C# and raylib)

Started by Matty, Jun 10, 2025, 03:54 PM

Previous topic - Next topic

Matty

Hello again,

This is the latest update to my game.

https://matty77.itch.io/conflict-3049

If you play, enjoy! (it's free/no payments anywhere)


Hardcoal

https://blitzmaxcoding.proboards.com/

Chat:  https://minnit.chat/MainHall2

Everything becomes easy, when you disintegrate it into pieces

Naughty Alien

..very nice..every morning ill be checking what have you done, with cup of coffee..hehe

Matty

An update:


Game Link: https://matty77.itch.io/conflict-3049

Source is included as well, you can play around with it if you wish "do what you like, within reason".

Matty

I'm playing around with the rendering of this game again.

I haven't finished my edits, but I'm doing some stuff with the vegetation and moving the camera zoom in closer to the action by default. Limiting how far you can zoom out a bit.

Also there's been some optimisations.


Matty


Matty


Matty

Hello.

If someone wanted to try my game, especially if you have a more modern PC than me, and tell me how well it runs, that would be nice.

There are two batch files, game.bat and demo.bat.  they each load different config files.  Game.bat is the game.  Demo.bat is merely a replay of a battle, but if you comment out two lines in the demo.txt config file it will play as normal (stresstest=1 and autoplay=1)

I'd like to know what frame rate you get in demo.txt since that is more taxing on the system.

Steve Elliott

Demo.bat ran with a very fluctuating FPS of between 30 to 75 FPS (average around 42 FPS).

game.bat and the opening game ran at 75 FPS.

Win11 64Gb 12th Gen Intel i9 12900K 5.2Ghz Nvidia RTX 3070Ti 8Gb

Naughty Alien

..120FPS here at W10 with nVidia RTX 4050 GPU..its very much 'Starcraft-ish' and i like it.. I think you can make out of this some nice game..

Matty

Thanks for that both of you.  Good to know it runs well.  The demo.bat is expected to run worse.

Thanks again.  Very helpful.

Matty

Game updated: https://matty77.itch.io/conflict-3049

Changes include:
Optimisations.
Better foliage
F1 key for console to immediately switch on/off certain features



Matty

I'm thinking of adding at least two more units to the game.

1. Static sentry guns - buildable by infantry units as an additional 'work' action, currently infantry can build tank traps and razor wire, I'll let them also build static sentry guns that are immobile, have limited ammo (self destruct on ammo=0), high armour, low hp, high rof, low damage, high range, and not able to be pushed around on the map.

2. Defender drones - buildable by some buildings as an additional defense for buildings that stay close to their parent building, are good anti personnel measures, and are limited in the total number that can be built by a building during a battle, also with limited ammunition (Self destruct on ammo=0)

I'll create the models from a combination of 3d models I already have linking some weapon models to some flying vehicles.


Matty

A comment about the texturing and lighting methods I use in the game.

Each game element has a diffuse texture, and some also have a specular map.
I also have either a grime map, a noise map, or some other texture that gets blended with the base texture to add detail or noise.

I have a snow map for when the foliage is covered in snow.

I have a pre-rendered environment map which has some of the scene in sky and some of it in the ground that gets used to supply some lighting information to the models.

I use diffuse and specular lighting with 8 directional lights hard coded into the shaders.

I then apply an environment map lighting method which additive blends in some of the environment from a statically prerendered texture of the environment with sky and ground.

An ambient occlusion map is generated that is used in post processing to apply additional shadows to the elements on screen.

A form of global illumination is generated in post processing that samples some of the pixels near the current pixel being rendered and adds a fraction of their rgb value into the current pixel.

The ground is multitextured, with both a ground texture, a noise map, and also detail textures splatted onto the terrain and blended using a coloured map that shows where to blend things into.

The snow appears based on the y-normal of the elements being rendered, the closer it is to 1, the more snow blends through during Winter moments.

There's also a little bit of embossing that goes on in post processing as well.

And where there's explosions going on I create fake light sources in post processing that give off a  yellowy light burst in their vicinity.

Shadows are merely an alpha copy of the various meshes flattened along the y axis and stretched along the x and z based on the original y value.

There is linear fog based on distance from camera, distance from the ground surface and distance from the origin of the map (centre).


Naughty Alien

..im just curious, i saw plenty of all kind of DLL's in folder that you shared (engine related)..are all those needed or you just deployed all of it to avoid missing this or that when game runs on 3rd party computer?