Add some of missing software images
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6 changed files with 7 additions and 4 deletions
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@ -9,9 +9,6 @@ tags:
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- UIKit
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- UIKit
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- iOS
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- iOS
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- macOS
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- macOS
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resources:
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- src: img/mobilefort.png
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name: Screenshot
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layout: "project"
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layout: "project"
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---
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---
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@ -20,6 +17,8 @@ Local booru for macOS and iOS devices.
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<!--more-->
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<!--more-->
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I had always wanted to build a local booru application, especially for Apple devices. This was also an experiment in Mac Catalyst, which released the same year.
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I had always wanted to build a local booru application, especially for Apple devices. This was also an experiment in Mac Catalyst, which released the same year.
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This utilizes UIKit for it's GUI, and uses Apple's own Core Data framework to actually build relationships between tags, images, etc. To run on macOS, it uses Mac Catalyst. The actual functionality of this is incredibly basic, but it does work!
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This utilizes UIKit for it's GUI, and uses Apple's own Core Data framework to actually build relationships between tags, images, etc. To run on macOS, it uses Mac Catalyst. The actual functionality of this is incredibly basic, but it does work!
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content/software/gallery/showcase.png
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content/software/gallery/showcase.png
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@ -19,6 +19,8 @@ Game engine utilizing Vulkan and Qt.
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Following up [XT]({{<ref XT>}}), this was my first adventure into Vulkan - which was a relatively new API at the time. This is an extremely old project, but this is where the majority of my Vulkan knowledge was born from. Unlike some of my older projects I've recovered recently, this one actually has **all** of my commit history intact!
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Following up [XT]({{<ref XT>}}), this was my first adventure into Vulkan - which was a relatively new API at the time. This is an extremely old project, but this is where the majority of my Vulkan knowledge was born from. Unlike some of my older projects I've recovered recently, this one actually has **all** of my commit history intact!
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This features things such as:
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This features things such as:
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* Working depth of field pass utilizing near and far fields.
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* Working depth of field pass utilizing near and far fields.
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* This was started back when the engine was originally conceived but I actually finished this feature recently :-)
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* This was started back when the engine was originally conceived but I actually finished this feature recently :-)
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content/software/graph/screenshot.png
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content/software/graph/screenshot.png
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@ -18,6 +18,8 @@ Rogue-like game with a couple of interesting features.
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This is my attempt at building a rogue-like game for the first time, but I'm pretty happy with it's feature set. The whole thing is still full of programmer art.
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This is my attempt at building a rogue-like game for the first time, but I'm pretty happy with it's feature set. The whole thing is still full of programmer art.
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For example, it features **multiplayer** that is actually turn-based but does function! There's also a dynamic lighting system that can be interacted with in-game by picking up or throwing a torch - for example.
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For example, it features **multiplayer** that is actually turn-based but does function! There's also a dynamic lighting system that can be interacted with in-game by picking up or throwing a torch - for example.
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The combat is also based on hacking off parts of your victim, but you could also try to influence them by talking and interacting with them. The AI is advanced enough to also chase after you, utilizing A* pathfinding.
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The combat is also based on hacking off parts of your victim, but you could also try to influence them by talking and interacting with them. The AI is advanced enough to also chase after you, utilizing A* pathfinding.
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content/software/realm-of-chaos/screenshot.png
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content/software/realm-of-chaos/screenshot.png
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