I didn't bother to make my own thread, since there probably be a waste of space if I wouldn't update it often.
So I'll put it here instead, and make the thread when I'm almost finished with the project. This is a general screenshot thread, not just Danmakufu so I guess it's fitting.
Anyway, I've been working on that game engine I promised. Danmakufu is simply too limiting, and I wanted the aame performance as the Touhou Games. So I'm making my own engine.
Thanks Nuclear Cheese, for the inspiration.
Anyway, I'll introduce a revolutionary style to this game. It'll be very similar in format and familiarity with the controls.
I'll also introduce many features that Danmakufu didn't because of its limits with what you can do with it. In this one, you'll be able to use
ALL of directX features.
Particularly instancing. Does anyone else hate how you can't put more than 500 bullets in the game without the frames going down? I'm bumping that limit to 120,000. (or more, if you have a good graphics card, that limit can go up to 3,300,000 at 40fps.
So each type of bullet can be just one object drawn 30 times over in at different places in a single frame , instead of 30 seperate objects, each with their own vertex buffers and formats to change within each frame (the former KILLS the processing).
Also, other cool features. Like being able to customize the bosses their own warp-like aura, like in Subterranean Animism.
http://i694.photobucket.com/albums/vv301/Mokou/custom_engine.png?t=1296889503 This will take a while. I'm gonna need some coffee and beer. (haha)
UPDATE:Engine's almost finished. I've managed to implement many things that the guy who made Danmakufu didn't do. Like clearness of the bullets (especially the round ones with the outer layer and sakuya's knives. You can actually see the transparency they show now.)
And making the actual loading-of bullets by hand much faster, you can make a function to do it for you.
Unfortunately, I don't have any means to make it run by script like danmakufu does (yet). So any scripting in it will have to be done in C or C++. I've still managed to implement danmakufu's language into it (mostly), but danmakufu uses a c-like language already. So being able to use structures and classes would be a benifit, eh?
This one has the original-game type quality. I just need a way to get the yield function to work right, and it's kind of tricky. It's similar to using return in functions. What differentiates yielding from function returns is that at a later point we can reenter the thread and carry on where we left off. When you exit a function scope using return the scope is destroyed and we cannot reenter it, e.g. I guess the guy made Danmakufu using Lua.
Anyway, you can get a trial run for it
here. I'll throw out the source code for it to you guys when I'm done. Maybe some of you can improve it?