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Work in Progress / Doom/wolfenstein engine using sprites - prototype for app kit

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_Pauli_
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Posted: 31st Mar 2011 19:02 Edited at: 31st Mar 2011 19:03
Quote: "I am even buying some of the golden oldies"


Yeah, classic shooters are the best!

Quote: "How do you get your links to work ?"


I just click the "link" button and a small window pops up where I can type in the URL.
But you could also write it on your own like this:



You can even embed youtube videos directly (incase you wondered):



Cliff Mellangard 3DEGS
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Posted: 31st Mar 2011 19:20 Edited at: 1st Apr 2011 00:43
Quote: "Yeah, classic shooters are the best! "

Dark forces is an diamond
I love that i bought an ps3 instead of an 360 as it can play all my good old ps one games also


One weird thing when i started today to clean up my mess yesterday! when i whas doing the texture engine?
I rewrote 2 lines of code and gained 20-30 fps
I only replaced the old one where you decrease the ray hit cord with the collision lines start position with an vector based distance calculation instead.
I use this to get wich texture segment is supposed to be drawn on that screen segment
I did this to be able to get the right texture segment even later when i have planned to insert any angled walls.
I included an simple screenie to show wath i mean!
And i have only started to optimize the code !

Edited...............
I ended upp with trying to correct the weird fisheye effect i had
Looked pretty stupid when i looked alot closer!
This crapp have had me completely disoriented for a while! i ended upp using an sprite dummy instead.
And today
I learned that it whas this simple
rays distance * cos(rays angle)
Now does it at least look better then before!


I must go back to optimizing the code tomorrow.

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Cliff Mellangard 3DEGS
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Posted: 2nd Apr 2011 02:48 Edited at: 2nd Apr 2011 12:16
I had an mayor advance with the speed of the raycasting (linecasting) today

I had actually planned to work on making it to an simple maze runner game to show the progress!

But ended up with rewriting some of the code where i used sprites as dummy object for the raycasting

Suddenly so have i gained 200-260 fps even if i currently run this every loop
That must mean that the ray casting is almost fast in dbp now?

I simply replaced
``sprite linecast,PL_X,PL_y,4
``rotate sprite linecast,wrapvalue(PL_A#-ang_step#)
``move sprite linecast,400
With!
spritex# = PL_X + (cos(wrapvalue((PL_A#-90))-ang_step#)*View_distance)
spritey# = PL_y + (sin(wrapvalue(PL_A#-90)-ang_step#)*View_distance)



Quote: "Check out this nice video clip:"

Dam!
That video is extremely motivating.
Cant avoid to watch it every time iam in this thread!

Quote: "Great work!

Isn't it more efficient to calculate where each point is on the screen then draw your walls in afterwards instead of doing a raycast?

I know thats the way the old wolfenstein engine worked and it will also solve the jittering when you turn."

I never thanked you for your input

I dont understand completely wath you mean with drawing the walls afterwards ?
Iam doing this from the beginning if i understand you right?

do
some stuff....

do the raycast and store the data in arrays!

some other stuff

then adjust the screen column sprites to there right size here.

move and turn player.

sync
loop


Iam doing this as iam planning on not doing the raycast more then when its neaded later on.
Thats why i have the screen columns as sprites and not paste them on screen.

And the movement and turning is extremely smoth now
iam using this instead of the dbp sprite move command.

if upkey()=1
pl_x# = pl_x# + (cos(wrapvalue((PL_A#-90)))*50.0*m#)
pl_y# = pl_y# + (sin(wrapvalue(PL_A#-90))*50.0*m#)
endif
if downkey()=1
pl_x# = pl_x# + (cos(wrapvalue((PL_A#+90)))*50.0*m#)
pl_y# = pl_y# + (sin(wrapvalue(PL_A#+90))*50.0*m#)
endif

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Lonnehart
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Posted: 2nd Apr 2011 13:21
wow... after seeing all this I realize I have a long LONG way to go in my endeavors to learn programming games in 2.5D. So far I can put a sprite on the screen and that's it... T_T

Cliff Mellangard 3DEGS
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Posted: 2nd Apr 2011 13:45 Edited at: 2nd Apr 2011 13:47
Quote: "So far I can put a sprite on the screen and that's it... "

Thats always an start

You can have my first test i made when i started with this?
Its messy and not that good at all and i cant help you to much with the code due to time issues.
The method i used there should work for an space harrier game with some modifications.

The zip contains source,project and all the media files.
But be warned that the code is a mess!

Its the source for this one!

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_Pauli_
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Posted: 2nd Apr 2011 15:56
Quote: "Dam!
That video is extremely motivating.
Cant avoid to watch it every time iam in this thread!"


Me too
And he was 17 when he wrote the first engine! Incredible...
It also reminds me how much ahead of its time Duke Nukem 3D actually was (until Quake).

Cliff Mellangard 3DEGS
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Posted: 3rd Apr 2011 23:54 Edited at: 4th Apr 2011 00:47
Quote: "And he was 17 when he wrote the first engine! Incredible..."

Dont remind me
iam almost 20 years older and are doing it for the first time
But now it at least starts to look like an bad version of wolfenstein


And this is how plain the current editor is currently

I will try to put upp an simple demo where you can run around an small and simple maze without collision.
Just to get the feel of wath i have bin working on this week,field of view,smooth movement and turning,adjustable distance draw and the texture rendering.

EDITED................
The latest build is included in this post!
Its only an preview of the renderer engine!
It have no collision or pickups or enemys!
So try it out and let me know wath you think?
f1 = editor
f2 = game mode
arrow keys to move.
in editor select the various tiles with 1-4.
save map = s
load map = l

you have to turn 90 degrees right when the prg starts to see the map as you start outside of it at x=0 and y=0.

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C0wbox
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Posted: 4th Apr 2011 01:47
D: Your engine's definitely nicer than mine.

But mine's using voxel geometry (in 2 dimensions) and I've been working on the enemies today. !

I'll release v0.03 of Activation soon. (It's quite fun to play actually. )

Cliff Mellangard 3DEGS
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Posted: 4th Apr 2011 17:34
Quote: "But mine's using voxel geometry (in 2 dimensions) and I've been working on the enemies today."

You must give some input on how you do voxels later on
Seams a bit complicated with voxels as it is 2d pixels you can turn,rotate and pick in to small pieces!
Iam going to try to look for some voxel tutorials later on!
Could be extremely good for floors and stuff like that.
Quote: "D: Your engine's definitely nicer than mine."

Thanks
You seam to be the only one that liked it ?
Quote: "I'll release v0.03 of Activation soon. (It's quite fun to play actually. )"

I will keep my eyes looking for it !
C0wbox
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Posted: 4th Apr 2011 18:04 Edited at: 4th Apr 2011 20:40
Quote: "You must give some input on how you do voxels later on"

xD They're not true voxels. - I'm only doing it in 2 dimensions (X and Z)

So you could technically shoot chunks out of a wall, but it'd be the same chunk from floor to ceiling.

The map array is 1024x1024x2 I think, (the 2 variables at the end are for chunk type and enemy handling) but basically my engine just checks to see which of the 1024x1024 grid is filled and puts a sprite or two there. - So yeah, they are volumetric elements (voxels) but only apply laterally, not vertically as well.

Here's a picture of the array the raycaster is actually checking against (and the map in the bottom right showing the area of the BSP in red):


Quote: "You seam to be the only one that liked it ?"

Others seem to but I'm about the only person actively doing what you're doing - everyone else just sees it and says "oh that's clever" xD

EDIT:
I released v0.03! !!!

It's strangely fun to shoot silly pixelly brown ogres. xD

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Cliff Mellangard 3DEGS
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Posted: 5th Apr 2011 23:11 Edited at: 5th Apr 2011 23:54
Iam really confused :-|
Started today with yet another optimization run on the raycaster.
And ended upp with fooling around with ian ms linecaster sample.
why is this 9-14 fps faster then ians original code?
They almost do the same thing .

I have never liked the command to write that its an float or real number as i always use #.
So i simply found this by mistake
Ians original code.


Quote: "xD They're not true voxels. - I'm only doing it in 2 dimensions (X and Z)"

To bad! as i really want to learn voxels to.
It seams extremely cool with voxels. ?
C0wbox
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Posted: 5th Apr 2011 23:16
Well, if I do some tests on a true voxel engine and I can get it running fast enough I might make a voxel engine. - It'd save me a lot of hassle in the current engine I'm working on. D:

Admiral MH
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Posted: 6th Apr 2011 19:44 Edited at: 6th Apr 2011 19:46
This is looking really good! Keep up the good work.

Quote: "I think its the sprite commands that slow your code down a bit ?
It does for me "


Quote: "Yeah it's been suggested to me that the DBP sprites are slow. (Even though I remember it saying on the box that it had "Super-fast sprites" )"


If you really want the speed for sprites, I would recommend using Advanced Sprites plug-in. It's MUCH faster than DBPro sprites. (I get about a 770 fps increase for rendering 3072 sprites. )

Here is the download in case you want it.
Cliff Mellangard 3DEGS
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Posted: 7th Apr 2011 00:54 Edited at: 7th Apr 2011 00:59
Finally solved the correct formula for getting rid of the fish eye effect
64 is the size of the wall blocks.
277 it have with the viewing plane to do?
I dont remember now because iam tired
distance = (( 64 / Actual distance *cos( angle in the fov ))) * 277)
Iam so extremely happy! it saved me 60 lines of code and speeds everything upp!
Quote: "This is looking really good! Keep up the good work."

Thanks
Always nice to see that anyone looks at wath you are doing

Quote: "Well, if I do some tests on a true voxel engine and I can get it running fast enough I might make a voxel engine. - It'd save me a lot of hassle in the current engine I'm working on. D:"

Iam testing some simple voxel effects on the walls currently!
With that do i mean that iam experimeting on dividing the screen columns and cast more rays i differrent heights.

If i get it to work so will the engine be able to have angled walls on the z axis also
C0wbox
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Posted: 7th Apr 2011 01:57 Edited at: 7th Apr 2011 02:26
!!! I have a working test of a voxel engine!!! - It's terrible. xD!

But it's a start.

EDIT:

!!!!!!! It's absolutely horrible but here's my awesome voxel engine test:
http://www.soharix.homestead.com/Java/Voxeng.zip
It runs at at least 66FPS on my computer but has random spikes every so often and will drop to 55FPS. :S

Let me know what you get. - Bare in mind the darker the colours being drawn, the longer the rays being cast so the more work the process is doing.

(It's testing a 1024x1024x32 map - I did want to make it 1024x1024x64 but Java ran out of memory to do that. xD)

Cliff Mellangard 3DEGS
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Posted: 7th Apr 2011 17:49
Quote: "It runs at at least 66FPS on my computer but has random spikes every so often and will drop to 55FPS. :S"

I get around 61 and sometimes drops to 48 fps.
But keep on working on it
And try to optimize it some more!
kamac
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Posted: 7th Apr 2011 19:20
First when i looked on the project, the very early stage... It seemed to be low quality for me, and now i see that it ROCKS ! If AppGameKit is released, and you port it onto it... Is your engine going to cost much? Or you're going to make it freeware ? Looks awesome all the way

C0wbox
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Posted: 7th Apr 2011 19:25
Quote: "But keep on working on it
And try to optimize it some more!"

There's nothing more I can do. I optimized it as well as I can without making things ridiculously inaccurate.

That is it in its finished state; I don't plan to do anything more with it.

Cliff Mellangard 3DEGS
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Posted: 7th Apr 2011 22:31
Quote: "That is it in its finished state; I don't plan to do anything more with it. "

Always fun to experiment
This whole project whas an experiment from the beginning
I have never had so much fun as with this project

Quote: "First when i looked on the project, the very early stage... It seemed to be low quality for me, and now i see that it ROCKS "

You always have to start somewhere
Iam going to fix the front page in this thread and remove some old media.
Quote: " If AppGameKit is released, and you port it onto it... Is your engine going to cost much? Or you're going to make it freeware "

I really dont know?
It would be fun to earn some money on it if i complete this ?
In that case would it be an license where the user gets full source code for game engine and editor .
My hopes are to get an working engine running to make som small fun games for mobile phones
Quote: "Looks awesome all the way"

Thanks!
C0wbox
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Posted: 7th Apr 2011 22:37
Quote: "This whole project whas an experiment from the beginning
I have never had so much fun as with this project "

Yeah mine was a test to begin with but it was a test to see how well I could do it until it reached a point where I could make a proper game out of it. - That point was between IMBad and Voxeng where I started to make Activation in the other thread. (Voxeng is too laggy and IMBad was a dying idea.)

Cliff Mellangard 3DEGS
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Posted: 8th Apr 2011 00:08
Updated the first page with project status! And some links to tutorials for people that want to write there own engine
I even found 3 new ones that i wished i had found in the beginning
Hockeykid
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Posted: 9th Apr 2011 09:12
I've updated your raycast function, it should be a bit faster.



Cliff Mellangard 3DEGS
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Posted: 9th Apr 2011 11:44 Edited at: 10th Apr 2011 15:48
Quote: "I've updated your raycast function, it should be a bit faster."

Thanks

I will try it later and see wath happens.

Are having a hard time with the floor and ceiling rendering currently

i cant simply port the standard floor raycast rendering! as i have planned to support multiple floors and windows in walls.
The standard version works for single floor and only draws from the closest wall.
And it uses huge amounts of resources as it draws the floor pixel by pixel


Edited..............................
Your code whas actually slower then the old
Around 91-92 fps when the old one run at 93-95 fps.

But the person iam and like to tinker with the code
When i replaced this .
if r# <= 0.0 or r# >= 1.0 or s# <= 0.0 or s# >= 1.0 then exitfunction 0
with this the old part .........
if r# <= 0.0 then exitfunction 0
if r# >= 1.0 then exitfunction 0
if s# <= 0.0 then exitfunction 0
if s# >= 1.0 then exitfunction 0

Some how does that part eat resources?
As your code runs at 96-99 fps now.

So thanks a million

Should also be mentioned that this is with an view distance of 640 pixels when the earlier code only had around 400 pixels.

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Cliff Mellangard 3DEGS
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Posted: 10th Apr 2011 12:54 Edited at: 11th Apr 2011 01:16
Started today to work some more on an better editor
Its hard to test angled walls and tiled textures on an grid based editor

But it surely dont look to impressive now
And the map eats alot more fps than before.
But if i get it to work properly so should i save alot of fps!
By only drawing an long line for long walls ,instead of placing alot of cubes that neads to be checked separately.
And i nead to work on the user friendly aspect of it



I have set an basic goal today for the project!
When i have made my engine to display maps like the old gloom game on amiga ,so will i try to evolve it to have multiple floors.
And add the extra content for it.
Because if i cant get it to show maps like the gloom game,Why even continou on it at all.



Edited.........
So simple to add angled walls
And why didt i add it earlier
Now the problem with texture tiling and multiple sizes!


Edited............
Also finished the extremely smooth sliding collision against the walls
Works perfectly against angled walls and flat surfaces !

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Cliff Mellangard 3DEGS
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Posted: 12th Apr 2011 22:50 Edited at: 12th Apr 2011 22:54
Added today so that i can use multiple textures on an single wall and even use any part of the textures.
you can even mirror an texture if you want.
You can also create walls in the sizes 8,16,32,64,128,256,512.

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C0wbox
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Posted: 12th Apr 2011 23:21
D: Am jealous. xD

_Pauli_
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Posted: 12th Apr 2011 23:23
Wow, incredible work!
You're really doing great progress.
I'd like to see a new playable demo

Cliff Mellangard 3DEGS
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Posted: 13th Apr 2011 00:27 Edited at: 13th Apr 2011 00:40
Quote: "D: Am jealous. xD"

Dont be that
Its extremely complicated sometimes now ! when i have left the tile based system
I only wish i had more time to work on it

Quote: "Wow, incredible work!
You're really doing great progress.
I'd like to see a new playable demo "

Hopefully this sunday as iam really tired after work these days
And iam constantly rewriting everything that is starting to look like an mess.
Have to clean up the code this weak so its easier to modify later on.

Thanks to you both as its always nice to see that you are looking at my little project

A liitle screenie of the current state of the editor when iam editing an walls texture.
All wall textures will be in an single image like an sprite sheet to make it as easy as possible.
thanks to this so do i only have to change the image coords in the walls texture array.

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Cliff Mellangard 3DEGS
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Posted: 17th Apr 2011 23:10 Edited at: 17th Apr 2011 23:14
Does anyone have any good ideas for floor rendering or raycasting
Iam completely stuck and cant get it to work properly at all

The standard way of doing it is extremely slow !

Anyone have any good code ideas that could do the trick?

I have already solved the code to get the pixel position inside an floor tile.
Its the rest that dosent work at all!
``gets floor grid
gridpx64=x#/64
gridpy64=y#/64
``converts it to an screen position
gridpx64=(gridpx64*64)-64
gridpy64=(gridpy64*64)-64
``here do we get an pixel cord inside that tile
gridpx64=((x#-gridpx64)-64)+1
gridpy64=((y#-gridpy64)-64)+1
kamac
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Posted: 17th Apr 2011 23:26 Edited at: 17th Apr 2011 23:28
You're doing great job ! It looks better and better ! Too bad i can't help you in your problem

Also, maybe i did ask before, but i think you didn't answer. If your FPS Engine is going commercial... how much will it be ? And also, your project seems to be the most important for AppGameKit on it's start

Cliff Mellangard 3DEGS
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Posted: 17th Apr 2011 23:41
Quote: "If your FPS Engine is going commercial... how much will it be "

I dont know if it will be comercial or not ?
Iam doing this just for fun right now
Would be fun to earn some money on it .
Quote: "And also, your project seems to be the most important for AppGameKit on it's start "

Thanks!
I dont think it will be that important ?
But it would be extremely fun to do simple fps game right away with the agk

But i must say that the project is no fun at all currently, when i cant get the floor rendering to work.
I nead to find a way to do fast floor and ceiling rendering done .
I dont want to release a new demo before i get it to work
My current code writes it pixel by pixel and makes the fps drop to 23 .
kamac
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Posted: 18th Apr 2011 00:00 Edited at: 18th Apr 2011 00:05
Hmmm, i'd love to help on that... But i have no idea how can that be made.. using lines, or maybe some plug-in that writes pixels faster ?

Edit@

Nevermind about that plug-in. Forgot that AppGameKit won't have them on start

Edit2@

Looked again at screenshots... It seems your engine is more epic that i expected

Cliff Mellangard 3DEGS
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Posted: 18th Apr 2011 00:08 Edited at: 19th Apr 2011 01:24
Quote: "using lines"

Have already bin thinking about that!
But the floors must rotate after the players view and then dosent that work at all
And they always have to line up to the walls!
Quote: "or maybe some plug-in that writes pixels faster ?"

I think i simply have to be an better coder and write faster code

Plugin wouldt help as i then will be stuck with that the plugin is released on the agk also .

Quote: "Hmmm, i'd love to help on that"

Anyone that experiments with some code that could do an fake matrix effect in 2d that could work as an floor.
You know the 3d matrix you often use as ground in your first 3d games on dbp
Iam completely stuck on this but i cant give up now!
As you often suddenly solves it if you continou

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Cliff Mellangard 3DEGS
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Posted: 19th Apr 2011 01:24 Edited at: 19th Apr 2011 01:25
Where a bit restless today when i where stuck at trying to do the darn floor rendering, and made an simple map to show the progress so far .
There is no floor rendering here and you get stuck on some corners because i didt aligne them together properly.
Mostly because i whas lazy

Its more to show the sliding collision ,texture features , angled walls and multiple wall sizes.
Its a bit slow as i forgot to do an wall object counter and tryes to render none existing walls now
But will be fixed in the next beta demo

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_Pauli_
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Posted: 19th Apr 2011 03:02
This looks and plays great Cliff!
The sliding collision works fine. I get about 70 fps most of the time on my old notebook here. Your texturing looks awesome, must have been lots of hard work. You could already make a game out of this engine!
I think this will be very valuable once the AppGameKit is released.

kamac
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Posted: 19th Apr 2011 14:29 Edited at: 19th Apr 2011 14:32
Really, really impressive ! I have one thought, increase left/right rotation speed, because it's a bit too slow

And also, do you think of making different heights?

Such as here:

The objects and walls are on different heights.

Cliff Mellangard 3DEGS
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Posted: 19th Apr 2011 17:52
Quote: "This looks and plays great Cliff!
The sliding collision works fine. I get about 70 fps most of the time on my old notebook here. Your texturing looks awesome, must have been lots of hard work. You could already make a game out of this engine!
I think this will be very valuable once the AppGameKit is released."

Thanks!
Would be fun to know wath cpu speed does that old netbook have ?
Could be good to know
Only down part is my editor that is a mess with bad manual adjustments

Quote: "Really, really impressive ! I have one thought, increase left/right rotation speed, because it's a bit too slow "

I know that
Its not the parts iam thinking about in this state of the engine.
But i will fix it for the next beta demo.
Quote: "And also, do you think of making different heights?

Such as here"

The goal of my engine is that it will be like the old doom or dark forces engine.
But the big question is if i have the skills to pull it off ?
I can still not do an proper floor renderer
I have writen on the first page wath iam working on and have finished
kamac
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Posted: 19th Apr 2011 18:11 Edited at: 19th Apr 2011 18:13
Hmm, well the screen i have providen is actually from Dark Forces . ( But i guess you have figured it out )

Quote: "But the big question is if i have the skills to pull it off ?"


Yes, you have!

We can do everything, it just takes some time

Cliff Mellangard 3DEGS
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Posted: 19th Apr 2011 22:15 Edited at: 19th Apr 2011 22:20
Quote: "Hmm, well the screen i have providen is actually from Dark Forces . ( But i guess you have figured it out ) "

You must have missed that it is one of my all time favorites

I recently bought it on the web for inspiration together with these ones!

Iam an happy owner of an ps3 that as you know also plays psx/ps one games

Quake 2 is still sealed

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kamac
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Posted: 19th Apr 2011 22:52
O, well .

I hope you did get some idea for drawing that floor . Hmmm. How's it possible you could draw walls but not floor ? Can't you do it the same way, but decrease the height of that 'wall-floor' to 0/1 so it's a simple line? But wait... it's not going to be filled then .

Cliff Mellangard 3DEGS
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Posted: 20th Apr 2011 00:16 Edited at: 21st Apr 2011 01:08
Quote: "I hope you did get some idea for drawing that floor "

It whas when i played dark forces after i bought it i got the idea to do the textures on the walls
Iam happy for all the input i can get
So keep on posting your ideas
Quote: "Hmmm. How's it possible you could draw walls but not floor"

The walls do you draw with screen columns that cover the screen.
The floor will you have to draw pixel by pixel and it neads to aligne to the walls and rotate centered to the player.
I cant use the standard way to only draw from the closest wall as iam going to have a bunch of see trhu stuff later on.
Quote: "Can't you do it the same way, but decrease the height of that 'wall-floor' to 0/1 so it's a simple line? But wait... it's not going to be filled then"

As you wrote your self will the floor textures then look weird when turning or i can only have single colour floor or ceiling.

Its a bit tricky as i want it to also work with future updates with multiple floor levels.

But thanks for the input!

Ps...
i made an floor renderer that actually sucked!
The fps dropped to 23 and it couldt be used at all!


Edited..............
Made some updates to my timed movement function if anyone wants it?
I wanted an small single function to do it!
And it seams smooth and fast so far?

before loop write this!!



Then put this at the top of your loop!!

do
Timed(timer())

code bla bla bla
code bla bla bla
loop

here is the function!

then to move something simply use!
move sprite 1,60.0*Timed.spd
And remember that the value before *Timed.spd must be an float!

Its an modification of spookys timed movement

Edited....
replaced the dummy textures with new ones today and fixed the wall object counter.
A clear boost to the fps

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kamac
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Posted: 21st Apr 2011 14:14
Quote: "A clear boost to the fps "


Nice . I have had some idea about the floor, but i forgot it . You still have no idea how to handle it?

Cliff Mellangard 3DEGS
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Posted: 21st Apr 2011 17:30
Quote: "Nice . I have had some idea about the floor, but i forgot it . You still have no idea how to handle it?"

I have one idea that will make it pretty fast?
But then limit places where i can make pits and staircases to be squared
But iam working on it

My main idea is to only use diagonal lines with an spacing of 64 .
That i then detect with an simple raycast and gets an position where i then draw an pretextured line in the right angle towards line b.
Hard to explain without an picture

I have an 4 day holiday now to test it
kamac
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Posted: 21st Apr 2011 17:39
Hope you'll do it !

Quote: "it just takes some time "




Quel
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Posted: 21st Apr 2011 21:29
It is already a decent engine if you make the floor and ceiling differently coloured.

I just hope for you that running it in the actual new developing environment, you won't get any serious slowdowns. TGC promises massive 2d support so it would be funny...

-In.Dev.X: A unique heavy story based shoot'em ~6%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
kamac
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Posted: 21st Apr 2011 21:32
Also, you should start thinking of adding enemies .

Cliff Mellangard 3DEGS
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Posted: 22nd Apr 2011 10:48 Edited at: 22nd Apr 2011 10:50
Quote: "It is already a decent engine if you make the floor and ceiling differently coloured.

I just hope for you that running it in the actual new developing environment, you won't get any serious slowdowns. TGC promises massive 2d support so it would be funny..."

I think it whas lee that mentioned that the agk will be alot faster then dbp wen it comes to 2d.
So i think the main slowdown for the engine currently is dbp
And iam trying to keep it simple until i know more about the agk commands.
Quote: "Also, you should start thinking of adding enemies ."

Yes it would be fun
But i still have alot of buggs and tweaks to do with the renderer that also will draw the enemys.
I first want to add doors and stuff like that!
And iam having a hard time to get spare time to work on this
Its not easy with an fulltime jobb and an demanding girlfriend

Edited.....
The reason that the x coord print on the last image looks weird! is that i used that to temporary count the walls so it only draws active walls.
So the dummy map contains 60 wall segments
kamac
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Posted: 22nd Apr 2011 22:00
Good to know you're keeping working on it

Non Sequitur M
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Posted: 23rd Apr 2011 00:32
I've been following this things since you posted it on day 1. Gotta say, powerful feeling of nostalgia. Makes me miss 'thems good ol' days' as we say in the south. Haha.

Anyway, only 1 bug to report, and 1 question.

First, the bug. I noticed if you walk into the sharp, like 20° angle corners, there seems to be some give in the corner, and the raycast texture distorts on the edges of the screen.

Also, question, do you plan on casting ceilings?

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Cliff Mellangard 3DEGS
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Posted: 23rd Apr 2011 13:08 Edited at: 23rd Apr 2011 13:10
Quote: "First, the bug. I noticed if you walk into the sharp, like 20° angle corners, there seems to be some give in the corner, and the raycast texture distorts on the edges of the screen."

Could you show an screenie?
I included an screenie of problems i know.
the first shows that the back wall segments corner sometimes displays thru the one in front.
The second picture simply shows that i whas lazy and didt aligne the corners when fooling around with the editor



Quote: "Also, question, do you plan on casting ceilings?"

Iam working on an solution to do it fast that is very tricky to do!
I have read alot on the web that people that is doing the same in c++ is also getting very slow results?
So its not only an dbp problem!

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