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AppGameKit/AppGameKit Studio Showcase / Wip : Agk raycast engine ( Something like wolfenstein )

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Cliff Mellangard 3DEGS
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Posted: 6th Apr 2012 17:41 Edited at: 6th Apr 2012 17:55
Thanks everyone.
havent bin around for along time as i have to much work at my fulltime job.

Kobaltic the map editor is built in to the raycaster!
I will try to get some time to make it more clear.

tab key saves your map.
z returns from editor mode.
x starts editor mode.
You can edit your maps on the fly when in editor mode.
left Mouse creates an wall.
right mouse deletes anything at the mouse cursor grid position.
Everything is done where the mouse is positioned inside the grid map.

1 is barrel
2 is light
3 is pillar
d is door.

Or simply add this inside your main loop...
I dont remember wath version i released the last time so i included my versions main loop, and you only nead the parts inside the editor section.
Its extremely basic!
And there is no reset to the face texture and you simply delete the wall block and start from the beginning when you get black faces.



And you nead to remove this inside the load map function!


Cheers.

ps....
I nead to rewrite the map loading function to make it load and write face textures as it dosent do that right now, it simply randoms the textures on the faces.
Kobaltic
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Posted: 6th Apr 2012 17:59
Thanks man. This is great. I saw some of the stuff but didn't realize it was the editor built inside. Thanks again. Really good stuff.
Cliff Mellangard 3DEGS
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Posted: 6th Apr 2012 18:06
Quote: "Thanks man. This is great. I saw some of the stuff but didn't realize it was the editor built inside. Thanks again. Really good stuff. "

No wonder that you missed it as my code is a mess
Iam a bad coder that simply think its extremely fun and love tgc products

I have 3 days free from work now so will see if i get some time to cleanup this mess some more.

And please add your improvements to this thread

I started this as an simple prototype for an agk raycaster and it can be improved in many ways.
Kobaltic
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Posted: 7th Apr 2012 05:59
I think you should put the editor into its own agc file. It may be easier to figure out.

I have been thinking about how to call the wall texture so it just doesn't produce a random texture but one you want. I have a solution and will code it up but I don't know if I will have time to get it done before the middle of next week.
Cliff Mellangard 3DEGS
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Posted: 7th Apr 2012 13:17 Edited at: 7th Apr 2012 13:20
Quote: "I think you should put the editor into its own agc file. It may be easier to figure out. "

It whas my idea from the beginning but because i constantly change parts ,so did i not put to much effort on the editor
But i improved the editor slightly today so its easier for you to use and understand.
And its now in its own agc file.
Quote: "I have been thinking about how to call the wall texture so it just doesn't produce a random texture but one you want. I have a solution and will code it up but I don't know if I will have time to get it done before the middle of next week."

I have actually done that for you so look at the code and use the parts you want?

I will upload a newer batch of files soon when i have done more changes.
I havent worked so much on it since the last release

this is how my main file looks now.



This is the editor file named = Map_Editor.agc



If you insert it right so should it look like this in editor mode and give you an small pop up text when it saves the map file.



I marked the places with new in the main file so you now wath parts i changed

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Cliff Mellangard 3DEGS
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Posted: 7th Apr 2012 13:36 Edited at: 7th Apr 2012 13:37
Sorry missed a few parts in the editor
Here is the latest changes in the editor file
It now cycles back to the first when you change the face texture and it dosent exist.
Remember that the doorway textures is always the 4 texture and cant be changed with this!


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Kobaltic
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Posted: 8th Apr 2012 19:42
I like the spacebar "feature".
Cliff Mellangard 3DEGS
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Posted: 9th Apr 2012 02:56 Edited at: 9th Apr 2012 02:57
Quote: "I like the spacebar "feature". "

I have planned to do a function later on that also randomly maps the walls.
But please feel free to add your own tools and commands

But i got stuck on trying to speed things upp and added automatic doorway textures to the floor and ceiling also.
I also started to experiment on using atlas image or so called subimages for all the grafix ingame.
But i didt notice any better speed but only more pixelated visuals?
I also improved the door detection for the renderer.

I have made alot of changes to make it easier to modify and change for others.
Atleast i belive that

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Cliff Mellangard 3DEGS
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Posted: 9th Apr 2012 03:01 Edited at: 9th Apr 2012 03:02
Here is how the atlas image looks like right now!
There is still alot of empty spaces for more stuff to be added

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Cliff Mellangard 3DEGS
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Posted: 15th Apr 2012 20:59
I only wanted to show the latest progress of the agk raycaster
I hope you all like it?
Alot of the work have bin put in to trying to get it to run better on slower devices.
Fraps managed to run it on an pretty high frame rate compared to my old version so i belive it have helped?



part 2.


I have also arranged to sorce to be more helpfull i belive?
I will upload the latest batch soon
DVader
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Posted: 16th Apr 2012 09:07
Looking very good still Cliff, I can't tell off the video if it runs faster (or smoother), but it looks quite fast considering you are running fraps.

baxslash
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Posted: 16th Apr 2012 14:54
Fantastic work

Averaging less than 20fps but still looks pretty playable. How well does it run on a mobile device?

Cliff Mellangard 3DEGS
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Posted: 16th Apr 2012 18:22
Quote: "Looking very good still Cliff, I can't tell off the video if it runs faster (or smoother), but it looks quite fast considering you are running fraps."

Fraps seams to lock everything at an very low framerate?
But it works and i only use the free version

Quote: "Averaging less than 20fps but still looks pretty playable. How well does it run on a mobile device?"

Its fraps that does that
I runs around 30-300 fps on my laptop with intel gpu.
But the final build will be locked to 30-60 because of the huge changes in framerate depending on wath you look at.
Long corridor 20-40 fps,close to an wall 90-300 fps.
It only runs around 8-13 fps on my zte skate with an 800 mhz cpu, but thats better then the old one that showed an higher framerate but whas slower.
The old one only changed the floor,ceiling and walls every second frame and whas an disaster on slower devices.
This one have an more moderate framerate and no draw delay and runs better on slower devices.

The latest version have more detailed floor and also an slightly larger texture for the floor an ceiling.( 40x40 old one whas 32X32 )
This also have doorway textures on both the sides and floor and ceiling.
Its completely automatic and simply place an door so does the engine do the rest.

And sorry for all the typos as iam really tired as i just came home from work.

I will upload the latest version soon if anyone could test it on there device and tell me how it works there?

Iam waiting for the coming agk patch to see if it have some new commands that could speed it up some more?
baxslash
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Posted: 16th Apr 2012 18:25
Quote: "Iam waiting for the coming agk patch to see if it have some new commands that could speed it up some more?"

Which commands are you hoping will help? I haven't looked at your source code so I'm just wondering.

Cliff Mellangard 3DEGS
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Posted: 16th Apr 2012 18:41
Quote: "Which commands are you hoping will help? I haven't looked at your source code so I'm just wondering."

They where talking about some draw commands that maybe helps?
The floor and ceiling uses 3000-4000 sprites together.
They where talking about somekind of paste sprite command?
Iam uploading the latest batch of code if you could find something to speed it up?
I have tryed almost everything and only get small changes?
You can play around the Renderer_Main.agc file to se wath happens when you lower the detail of the floor or walls
And let me know if my text is helpfull there?
Iam an pretty simple coder that think its fun but dont have the hardcore skills
cheers.



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baxslash
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Posted: 16th Apr 2012 18:48
I'll take a look but I'm not a "trained" programmer so I'm only going on experience I do program for a living but games are my hobby at the moment.

It is possible that the draw commands will speed up your render I guess but I'm not sure, anyway I'll have a looksee.

baxslash
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Posted: 16th Apr 2012 18:59 Edited at: 16th Apr 2012 19:00
Without making any changes I get this error when I compile and run the game (when I try to turn using the keys):


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Cliff Mellangard 3DEGS
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Posted: 16th Apr 2012 19:22 Edited at: 16th Apr 2012 19:37
Quote: "Without making any changes I get this error when I compile and run the game (when I try to turn using the keys):"


Iam a bit confused as it dont draw the mini map on your screenie?
The first floor sprite is 10346 so its one of the floor sprites that dont have an animation frame according to this?
could you add this line inside the floor file?
if frame < 1 then exitfunction
it should look like this!



I have never got this bugg

I also noticed that i wrote the wrong version number on the zipp file

Ps.............
You have the latest agk version where they fixed the float bugg?
The old one rounded floats wrong that could be a problem?

Edited...........
That single line should solve it as i found that i sometimes get one black floor pixel at the bottom.
And that means that the renderer have the wrong frame number for that floor sprite.
Cliff Mellangard 3DEGS
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Posted: 16th Apr 2012 20:12
Anyone else that gets any buggs or hangups?
Iam having a hard time finding the bugg
Cliff Mellangard 3DEGS
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Posted: 17th Apr 2012 00:14
Quote: "Without making any changes I get this error when I compile and run the game (when I try to turn using the keys):"

Could you please try this one instead?
I think i found the bugg?
I found an error in the get grid position code for the floor that i use to get the sprite frame.
It whas hard coded for an 32x32 texture when i had changed the texture size to 40x40.
Have changed it to adapt to wath i change the texture size to now.
Cheers.

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baxslash
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Posted: 17th Apr 2012 12:31
That seems fine now.

I will take a look properly at the code. Are you creating all of the sprites at the start and just editing them each loop or are you creating them every time? Can you give me a rough overview of how it works so I know what might need to be edited for the draw commands?

I imagine that using the draw commands like paste sprite could work fast if you have one sprite for each texture and just change size, position and UV scrolling then paste it for each column / floor / ceiling sprite. That way you aren't changing the image every time too, just what is needed is changed.

LeGugusse
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Posted: 17th Apr 2012 17:35
That's a great project!

But I don't see the VIRTUAL JOYSTICKS on the screen and I'm unable to move without keyboard on the device... (Galaxy S)

Is that normal?

Cry "Havoc!" and let slip the dogs of war
Cliff Mellangard 3DEGS
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Posted: 17th Apr 2012 18:44
Quote: "That seems fine now."

Wonderfull

Quote: "I will take a look properly at the code. Are you creating all of the sprites at the start and just editing them each loop or are you creating them every time? Can you give me a rough overview of how it works so I know what might need to be edited for the draw commands?"

I create them at startup and then only position and change frames on them during play.

Quote: "I imagine that using the draw commands like paste sprite could work fast if you have one sprite for each texture and just change size, position and UV scrolling then paste it for each column / floor / ceiling sprite. That way you aren't changing the image every time too, just what is needed is changed."

There is no problem with changing texture anymore as i use an atlas image
But my hopes are on somekind of draw or paste sprite command !
Its an huge waste to use this amount of sprites on an mobile device

Quote: "That's a great project!

But I don't see the VIRTUAL JOYSTICKS on the screen and I'm unable to move without keyboard on the device... (Galaxy S)

Is that normal?"

Thats weird as i thought i made an clever detction by only trying to check if the device have an virtual keyboard or not

Ok simply rem the line if GetKeyboardExists() = Virtual_Keyboard then Generate_Mobile_Controls ()
and add an line like this!
Generate_Mobile_Controls ()

This is in the main file just before the main loop!

Could you please check wath types of keyboards it detects on your device?
I only have an zte skate where this works as it only have an virtual keyboard.

Cheers and thanks for helping out and testing it
Cliff Mellangard 3DEGS
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Posted: 17th Apr 2012 23:18
Quote: "That's a great project!

But I don't see the VIRTUAL JOYSTICKS on the screen and I'm unable to move without keyboard on the device... (Galaxy S)

Is that normal?"

I belive i solved that bugg as it whas an mistake by me

Simply change the line that activates the mobile controls to this..

if GetKeyboardExists() <> TRUE then Generate_Mobile_Controls ()

The getkeyboard command checks it like this!
0= no keyboard at all
1= fullsized keyboard (pc and mac)
2= virtual keyboard

And i did no check for no keyboard at all before
DVader
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Posted: 18th Apr 2012 02:30
I noticed that problem, so couldn't run about on my android. Was showing 16 fps at the start position though. I personally just use getdevicename() to check the device type. I just check if it is <>"windows" then to set mobile controls, rather than checking for each name.
Have had a look at your code but no real ideas how you can speed it up I'm afraid. It looks pretty well optimized as far as I can see, but the 3D part is a little tough to follow for me. I noticed you have your virtualresolution set at 320x240 and your setup file res is at 640x480, which may slow things a tad, but nothing much else. I also tried to limit how often the code is called with a timer, mainly to limit the fps, but it also didn't make a huge difference that I could see apart from keep it to a max framerate.

LeGugusse
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Posted: 18th Apr 2012 10:54
Quote: "
Quote: "That's a great project!

But I don't see the VIRTUAL JOYSTICKS on the screen and I'm unable to move without keyboard on the device... (Galaxy S)

Is that normal?"
I belive i solved that bugg as it whas an mistake by me

Simply change the line that activates the mobile controls to this..

if GetKeyboardExists() <> TRUE then Generate_Mobile_Controls ()

The getkeyboard command checks it like this!
0= no keyboard at all
1= fullsized keyboard (pc and mac)
2= virtual keyboard

And i did no check for no keyboard at all before "


Okay, I've set mobile controls ALWAYS and compiled your last version with bufg fix.
It's working!

I want to thank you really and very much for this share!
That's definitely great!





Cry "Havoc!" and let slip the dogs of war
Cliff Mellangard 3DEGS
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Posted: 18th Apr 2012 23:01 Edited at: 18th Apr 2012 23:11
Quote: "Have had a look at your code but no real ideas how you can speed it up I'm afraid."

If you have any ideas on how i can search the map in grids, in the direction the player looks instead of in alot of tiny steps for each angle .
Should speed things upp
Iam actually looking at this!
Its is a grid based line of sight!
http://forum.thegamecreators.com/?m=forum_view&t=178579&b=6
Iam thinking of converting it and see if it helps?
Quote: "Okay, I've set mobile controls ALWAYS and compiled your last version with bufg fix.
It's working!"

Sounds great!
Quote: "I want to thank you really and very much for this share!
That's definitely great!"

It where kind people on these forums that shared there code that made it possible for me to learn
So why dont do the same
baxslash
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Posted: 19th Apr 2012 10:35
I took another look at the code and it would need quite a bit of editing to go from your current system to a "drawSprite" version. Maybe not too much but I would wait and see what treats V107 has in store...

Seems to me on reflection that the speed reduction would be fairly small because in your current version you render many sprites once, in a drawSprite version you would render one sprite many times. I think this would even out in the end.

There may be new commands that can help in other ways though in V107. Who knows?

Cliff Mellangard 3DEGS
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Posted: 19th Apr 2012 22:17
Quote: "I took another look at the code and it would need quite a bit of editing to go from your current system to a "drawSprite" version. Maybe not too much but I would wait and see what treats V107 has in store..."

Its my current plan and are focusing on trying to speed up the raycaster it self.
Iam experimenting with the line of sight code to check if an ray collides with an wall.
If thats the case ? set the ray to start tracking in front of it to work with the current system.
The current system uses alot of resources on empty rays!
A cast ray distance of 7.0 in 0.05 steps uses 140 loops to check that there is nothing in front.
The current version casts 160 rays that together will be 22 400 cycles if they dont hit an wall.
So still if there is only 4 rays that dont hit anything so will they use 560 cycles together.
I dont think it will make the raycaster to an speed demon but it could speed things up?
Quote: "Seems to me on reflection that the speed reduction would be fairly small because in your current version you render many sprites once, in a drawSprite version you would render one sprite many times. I think this would even out in the end."

One thought i have is that somekind of paste image or sprite command could save some memory on mobile devices that are more sensitiv to using alot of sprites?
But you are right that the change could be very small
Quote: "There may be new commands that can help in other ways though in V107. Who knows?"

I have some hopes on some kind of image command that use a minimum of resources.
The trouble with the sprite command is that i belive it uses alot of checks in the background or functions that are not neaded for wath iam doing?
But i have no insight in wath agk does in its core
Cliff Mellangard 3DEGS
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Posted: 21st Apr 2012 12:58 Edited at: 21st Apr 2012 13:00
It didt work to well with the line of sight

But i have an new theory about an constantly expanding box around the player
This means that i could use the faster linecast and still keep it simple.
I made it completely wrong before with the line cast as i had to check every grid box with it.

But with my new experiment so do i only use 4 border lines at the edge of the grid box the player is in at the start that for each cycle ,they are moved left,right,up and down in the size of the grid boxes.
and when an intersection is inside an wall check if its the shortest and use it.

first step.
.:..:.
-:pl:
.:..:.

next step.

..:....:..
--:----:
--:-pl-:
--:----:
..:....:..

I hope it works as it removes the nead for alot of small calculations and movement steps.
Cliff Mellangard 3DEGS
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Posted: 21st Apr 2012 15:15 Edited at: 21st Apr 2012 15:15

I have the speed but not the right world rendering
I will have to see if i can solve it?

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Cliff Mellangard 3DEGS
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Posted: 22nd Apr 2012 13:33 Edited at: 22nd Apr 2012 17:46
Finally something working with the new wallcaster/linecaster
And it have awesome speed compared to my old one
I havent had the time to add sprite support or the doors as i had so much trouble to even get it to draw and texture the walls.
Sprites use a minimum of resources and the doors gives higher fps as they block the floor rendering.
So after adding them and optimizing the code so should i get higher framerate?
I whas forced to separate the casting for y cordinates and x cordinates.
It become a bit to much over my head when i tryed to combine them during the new casters development
But maybe later when i have fully buggtested the new caster.
If anyone wants the new beta code so let me know so will i upload it

If you are unpatient so can you simply replace the old wall renderer function with this beta version.





Ps......
The new version is even playable on my slow zte skate 800 mhz mobile,gets an framerate around 14-18.

And a high five to ian M for the great darkbasic linecast function i use for this

Edited...........
A slightly cleaned up version of the new wall renderer.
Only draw back is that i now see how slow the floor renderer actually is
But iam going to go thru it also!
If i could speed up the wall render with the double so should i be able to do the same with it also?
the wall renderer is still separated for simplicity to add the other stuff later.


Edited.......
a simple video to show how much better the new one is.
there is no real slow down even when i remove the cast ray distance limitations.
Runs around 180-200 on my laptop.
And around 20-24 on my zte skate 800 mhz.
I only wanted to show the wall caster thats why the rest is deactivated.

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Cliff Mellangard 3DEGS
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Posted: 29th Apr 2012 16:07
Made some progress to make the get floor pixel alot simplier and clearer.
Because i want you guys to add and improve it alot easier

old one looked like this!



The new alot smaller and simplier one.
Bonuses on this one is !
Slightly faster.
Sharper rendering.



If anyone wants the current a bit messy version?
Let me know!
Its a bit messy as i keep the old functions i change in case i find a mayor bugg in the new functions so i can backtrack.

I had alot of problems to get it to work properly

This new function should work on the last release if you change the initiate function to this?
Its inside the raycast_floor_ceiling.agc.


Cliff Mellangard 3DEGS
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Posted: 30th Apr 2012 12:24
Only showing the working doors
Cheers.


Maybe time to think of an clever way to add enemys
Cliff Mellangard 3DEGS
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Posted: 1st May 2012 14:43
Initial tests with moving enemys!
And yes i added sfx to the doors
JLMoondog
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Posted: 1st May 2012 19:45
Surprised this doesn't get more responses. Everything looks really good. I'm going to grab the latest code and play around with it myself.

Cliff Mellangard 3DEGS
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Posted: 1st May 2012 22:46
Quote: "Surprised this doesn't get more responses. Everything looks really good. I'm going to grab the latest code and play around with it myself."

Most visitors are the silent ones
But its fun when someone post some comments about the project
I recomend you to wait and not use the current uploaded version as its completely outdated.
I have rewritten most of it and havent had the time yet to clean the mess up.
But if you want so could i upload the latest mess as an zip file?
But be aware that some parts havent bin optimized or sorted yet,the enemy code is simply an for loop inside the main loop during the test phaze.
When its done so will i make an cleaner version where it have its own agc file you simply include in to your game project.

Cheers..
kamac
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Posted: 1st May 2012 22:53 Edited at: 1st May 2012 22:55
If it would only work with proper FPSes on mobile phones .
I guess we have to wait for true 3d for that.

In case you would increase it's speed, I offer myself to port your code and make a T2 library

Cliff Mellangard 3DEGS
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Posted: 1st May 2012 23:48
Quote: "If it would only work with proper FPSes on mobile phones .
I guess we have to wait for true 3d for that.

In case you would increase it's speed, I offer myself to port your code and make a T2 library "

The latest code actually works on my zte 800 mhz even if its laggy
I dont have any faster phone to test it on ?

most iphones and android phones are 1-1.4 ghz today and i belive it should play it better.

I will upload the latest code today if anyone could test it on an faster phone and tell me how it runs?

It would be fun if anyone ported it to tier 2 when its done later on
But a long way to go and iam slow
The Zoq2
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Posted: 2nd May 2012 00:08
Quote: "most iphones and android phones are 1-1.4 ghz today and i belive it should play it better."


I think Iphone 4s is 1ghz dualcore and most Top notch android phones are 1.2 ghz dualcore
Cliff Mellangard 3DEGS
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Posted: 2nd May 2012 01:04 Edited at: 2nd May 2012 01:05
Ok!
Here is the latest files if anyone could test it on there device and let me know how it works?
Please state the device and cpu speed you have!
On my device so does it run like this.
ZTE skate 800 mhz.
moving = 8-16 fps
idle = 26-35 fps
This version only have one enemy that moves randomly around the map,you simply move in to it to kill it.
Iam currently downloading the latest update to see wath new toys it have
Cheers.

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Kobaltic
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Posted: 2nd May 2012 06:30
Love the updates. Can't wait to turn this into a game.
baxslash
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Posted: 2nd May 2012 12:03
I am subscribed to you on youtube and saw this yesterday. This project is really coming on!

Can I suggest you look at the new setSpriteUV command as you can draw a full wall using four sprites. It will take some messing around and you will have a slightly different look but by setting the UV co-ordinates for all four corners of a sprite you could make it look like a perspective view.

The four sprites would need to be rotated correctly as each sprite is made from two triangles that make up a quad and it's not a simple solution but it would be very quick once you got it working.

Just a suggestion

JLMoondog
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Posted: 2nd May 2012 16:24
Quote: "Can I suggest you look at the new setSpriteUV command as you can draw a full wall using four sprites. It will take some messing around and you will have a slightly different look but by setting the UV co-ordinates for all four corners of a sprite you could make it look like a perspective view."


Wouldn't that be a complete overhaul?

Anyway, currently with the way it renders pixels now, you could do some neat damage and camera effects by effecting only certain areas...idk, maybe I'm thinking to ambitiously. I've downloaded the current version and have been messing around with how it draws the map with certain effects. I'll let you know if I'm successful.

baxslash
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Posted: 2nd May 2012 17:15 Edited at: 2nd May 2012 17:16
Quote: "Wouldn't that be a complete overhaul?"

Yup. Just an idea. Maybe someone else (like me) might be bothered enough to attempt it at some point.

Quote: "Anyway, currently with the way it renders pixels now, you could do some neat damage and camera effects by effecting only certain areas...idk, maybe I'm thinking to ambitiously. I've downloaded the current version and have been messing around with how it draws the map with certain effects. I'll let you know if I'm successful."

That sounds very possible. You could use setImageMask to add transparent areas to sprites for see through walls. Of course you'd have to have additional raycasts for the view behind a transparent wall EDIT: Like shooting holes in walls with your shotgun maybe...

Good luck with it Josh! I look forward to seeing what you come up with

JLMoondog
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Posted: 2nd May 2012 17:22
I was actually thinking of adding more modern effects like blur, glow, RT damage, RT lights/shadows. The transparent idea is good too.

baxslash
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Posted: 2nd May 2012 18:11
Quote: "RT damage"

That's what I meant by:
Quote: "EDIT: Like shooting holes in walls with your shotgun "



I was thinking how much fun it would be to add lights but I wouldn't know where to start with blur and glow, that would be great!

Cliff Mellangard 3DEGS
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Location: Sweden
Posted: 2nd May 2012 18:33 Edited at: 2nd May 2012 18:52
Quote: "I am subscribed to you on youtube and saw this yesterday. This project is really coming on!

Can I suggest you look at the new setSpriteUV command as you can draw a full wall using four sprites. It will take some messing around and you will have a slightly different look but by setting the UV co-ordinates for all four corners of a sprite you could make it look like a perspective view.

The four sprites would need to be rotated correctly as each sprite is made from two triangles that make up a quad and it's not a simple solution but it would be very quick once you got it working.

Just a suggestion "

Iam going to install the latest update today and see wath new commands it have that i can play around with
The largest framerate thief is the floor an ceiling rendering
The walls dosent use that much anymore
Quote: "Love the updates. Can't wait to turn this into a game. "

Sounds great

Iam reading all of your ideas and have them in my mind when i work on it some more

Quote: "Anyway, currently with the way it renders pixels now, you could do some neat damage and camera effects by effecting only certain areas...idk, maybe I'm thinking to ambitiously. I've downloaded the current version and have been messing around with how it draws the map with certain effects. I'll let you know if I'm successful."

Post some screenies of wath you are doing when its done


Is there anyone that have tested it on an mobile device if this runs better now ?
I nead some feedback on performance on yor phones

Is it also better with how i explain wath the code is doing and wath the variabels are used for?
I put alot of work in to trying to make it easier to modify.

Edited..........
Iam waiting with the update of agk with new commands!
Seams to be alot of buggs and the android player dont work with the new update.
Paulvdb
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Posted: 2nd May 2012 19:12 Edited at: 2nd May 2012 19:29
Hi,

I have tested on my HTC Desire S:
(1 Ghz) 768 RAM, 480 x 800 resolution
Processor is a single core 1GHz Snapdragon™ MSM8255 processor.
This phone is mid-end and has great speeds in most games.
Although noticeably slower as the Samsung Galaxy S2 and in some 3d games such as reckless racing.

Unfortunately I cannot give you proper speeds.
The 0.3c version renders the walls and doors in a wrong place. Maybe best described is that I can look through walls. On my pc it runs fine always 35 FPS. Please let us mobile testers know what information (e.g. screenshots / info) would be relevant to you. I hope I can make a screenshot of it with some screencapure app?

PS: Great work on the project so far, although I have not earlier replied to this thread I love following this project and am very curious where it will end. I will check back regular.

Now.. what is your PayPal address so I can show my appreciation.
I would like to donate some beers to motivate you in your coding sessions. Maybe others want to donate too ?

Also can you look into strafing left/right ? This is really needed to avoid some future bullets

Paul.

Great things come from small beginnings
Paulvdb
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Posted: 2nd May 2012 19:50
Can some moderator please look into my first earlier post? I edited it after it was already approved but now its gone
(I am a new forum member)

Great things come from small beginnings

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