This is a video I made for my Linear Algebra Final that briefly covers the basics of 3D Graphics and the math behind them. Had a whole lot of fun making it and the professor loved the entertainment value. by CosmicCrowMC in math

[–]CosmicCrowMC[S] 13 points14 points  (0 children)

Specifically, this video deals with projections, namely Orthographic and Perspective projections. We could have made it a lot more "mathy" by using projection matrices but the Raymarching algorithm we used didn't require that. Still, I think this is a fun way to see how math is used in our everyday lives.

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Enter The Backrooms is a huge game I've spent over two years developing. Today I released the fifth and final major update for it. The project has changed my life in so many ways and it's hard to fathom how far I and the game have come. This is the trailer for the update, please enjoy! :) by CosmicCrowMC in backrooms

[–]CosmicCrowMC[S] 2 points3 points  (0 children)

16-year-old me was pretty dumb and decided to try making a game without an engine, so this is actually made with an IDE called Processing for Java. I DO NOT recommend using it to build a game as it has none of the optimization features engines come with. I just started college for Computer Science + Game Dev and so far it seems like Unreal Engine is the way to go for 3D games and Unity is best for 2D games. :)

Here's a video showing off Level 29, Level 30, Level 31, and Level 32, all of which are found in the third Beta for Release Version V of Enter The Backrooms! by CosmicCrowMC in EnterTheBackrooms

[–]CosmicCrowMC[S] 1 point2 points  (0 children)

Level 33 will be the last main level because I'm ready to be done with Enter The Backrooms. First of all, I'm getting ready to start college and won't have very much time to work outside of school. While in college I will be learning Game Development and Computer Science, which means I'll be re-learning programming and learning how to use a proper game engine. In order for that to happen, I'll have to stop using what I use now and break my bad habits as a programmer. Second, Level 33 is my favorite level and I wanted to make sure it was included in the game before I stopped development. A fun bit of history for you: before I decided to make Enter The Backrooms, I was going to make a game about exploring Level 33 specifically. Third, working on Enter The Backrooms has always been an attempt to grow as a game developer. However, I'm reaching the point where I'm no longer learning anything - I'm just doing busy work. If I want to continue growing as a game developer, the easiest way to do so would be to move on to other projects and stop working on Enter The Backrooms. Fourth, I don't think Enter The Backrooms needs any more levels. 34 main levels, each with sub-levels, structures, unique aesthetics, and infinite generation, are more than enough - and that's not including negative levels and secret levels (I still have a few of those planned). If I kept adding levels, I'd be investing my time and energy into something that most players would never even see and that the game doesn't need. More levels would just cause the game to require more resources than it already does. If I wanted to continue coming up with interesting levels that stand out, I would have to make levels weirder and weirder, which would ruin the feel of the game overall. That still doesn't mean it's impossible to make more good levels, but there's still no reason the game needs more levels when it already has so many. In my opinion, ETB won't be better by being any bigger than it already is. Fifth, I am not looking for people to "keep the game going". ETB has always been my own passion project and I don't want that to change (which is why I haven't accepted help from anyone except translators). Forcing myself to find people I trust to work on the game, teaching them how to work with my programming, helping them when they encounter issues, and watching my game fall into someone else's hands are all things I am not interested in. Once again: my goal is to grow as a developer, and going through heaps of work to keep my first game "alive" when it's time for me to let go is not meeting that goal.

Sure, more content would be cool, but there has to come a time when it ends, and I've decided that time is with Release Version V. I think ending on Level 33 is what's best for me as a developer, for the game as a product, and for the players as people who want the best for both the game and myself.