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AppGameKit Classic Chat / Is there anything like a Minecraft clone out there, made with AGK?

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puzzler2018
User Banned
Posted: 21st Feb 2018 23:49
I could provide shabby workman ship code - and more likely i probably would.

Each indivudial coding technique is different to the rest.

Do we understand the coding i have provided so far?
fubarpk
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Playing: AGK is my friend
Posted: 21st Feb 2018 23:58
There is plenty of programs that create height maps and they are also available for any part of the globe with precision accuracy
The real skill is turning them into terrain. Some engines allow them to be applied to a mesh and create at load time. Add the real textures
of the world and its as if your are actually there.

Quote: "For the purpose of this project I love the Perlin Map creation"
individuals can texture better themselves. The way you
have the Perlin maps at the moment is pretty good and setting it to several levels that a person can edit modify create on the fly
is great. Even if they are basically coloured to suit individual editing/building. Much more important to get the basic movements the
creation deletion and moving of blocks. Which is almost there. And then ofcourse collisions and dosumentation and it becomes a great
starter project. All created with no graphics being loaded even ellible for one of those hundred lines or less of code with no media comps
they once had. The only thing i found was if i placed/moved blocks then changed modes the camera was offset but if i ran and just
changed modes it was fine. I was thinking of debugging that but the updates are fast so i decided to wait.
Quote: "

Definately a great starter project for anyone that wants to have a play with minecraft and hopefully inspires people to use AGK"

fubar
puzzler2018
User Banned
Posted: 22nd Feb 2018 00:03
Thanks

All camera positions and movement will be rectified on next post development - i have all your thoughts in mind x
puzzler2018
User Banned
Posted: 22nd Feb 2018 00:07
Im sure it will be an inspiration of minecraft and other style apps
puzzler2018
User Banned
Posted: 22nd Feb 2018 00:20
would love OutRun or Chase HQ next.
fubarpk
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Playing: AGK is my friend
Posted: 22nd Feb 2018 00:40 Edited at: 12th Apr 2018 21:46
One of the AppGameKit developers not me was responsible for


where the image is just a green gray line
***** ****** something like that
and I seen something else utilizing
memblocks when and if you start that one il try and dig it up out the forums
fubar
puzzler2018
User Banned
Posted: 22nd Feb 2018 00:43
What does that do withound sounding thick
puzzler2018
User Banned
Posted: 22nd Feb 2018 00:44
Oh your creating a road lol
puzzler2018
User Banned
Posted: 23rd Feb 2018 07:17
I haven't forgot about this, weekend is here so will be more constructive updates each evening on progression
puzzler2018
User Banned
Posted: 23rd Feb 2018 17:00
Been thinking to be able to import our own objects which can be used to have our own blocks/other structures, thus by using



I beleive that code will work to being in an object

and the app will construct the objs main blocks inside the app by writing out to an obj file and loading it back in and game loading - so there is no media required on the main game itself.

but can be modded, if so wish

But all this will need to be something to think about later in time as im no way near to that level yet
Sph!nx
15
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Location: The Netherlands
Posted: 23rd Feb 2018 19:18
Yeah, keep it up. Really digging it!
Regards Sph!nx
puzzler2018
User Banned
Posted: 23rd Feb 2018 22:31 Edited at: 23rd Feb 2018 22:31
If we could dynamically change object membocks on the run then that would be so powerful

If it can be done that is
puzzler2018
User Banned
Posted: 24th Feb 2018 12:22 Edited at: 24th Feb 2018 12:25
Implemented the perlin into our map that we did last Sat



- Tidy up infinite

- correct Camera movements
fubarpk
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Playing: AGK is my friend
Posted: 24th Feb 2018 12:55
looking awesome puzzler
fubar
nonom
6
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Posted: 24th Feb 2018 13:25
Keep up the good work @puzzler2018 it seems pretty interesting
puzzler2018
User Banned
Posted: 24th Feb 2018 17:54
Hows this



Try flying up with E and C

Shall crack on....
fubarpk
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Posted: 25th Feb 2018 18:18
I Like it
fubar
GarBenjamin
AGK Developer
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Joined: 30th Nov 2016
Location: USA
Posted: 25th Feb 2018 18:49
Finally checked out your latest work. You've come a long way since the last time! Very nice block selection and being able to create blocks too.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
puzzler2018
User Banned
Posted: 25th Feb 2018 18:58 Edited at: 25th Feb 2018 19:01
Thanks

It could be optimised better - and rolling,, so all objects behind camera are positioned in empty spaces in front of camera, so it look further a field

i have tried it with a 100 x 100 chunk which works well and runs at 60 FPS ish

but the look and feel that in the front distance its not very pleasent to see the plane been like it is and see blocks nearer - so ones that are not seen to be added to the far distance in front, so looks like its further

I have been trying something little different today and managed to get blocks up to 40k generated in one time and runs at 30fps


mapsize 200x200

the FPS will go up when we can work out how to do our own occulusion culling

We could generate the full scale world via an OBJ file, but that is too messy and hard disk space will start crying - especially on mobiles.

and I cannot fathom out how to dynamically update a mesh - like if remove a block, how to remove the vertices /faces etc - this method goes waaaay over my head, fo a beginner at least
Keep going on trying different methods...
fubarpk
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Posted: 25th Feb 2018 19:22 Edited at: 25th Feb 2018 19:23
Quote: "We could generate the full scale world via an OBJ file, but that is too messy and hard disk space will start crying - especially on mobiles."


It may be out of reach of many mobiles but that doesn't mean it wont work well with tablet pcs etc

I like the perlin maps being used to set up multiple colour landscapes

you definitely have come a long way and I'm sure with some culling the frame rates will be quite
acceptable
fubar
puzzler2018
User Banned
Posted: 25th Feb 2018 19:25
Thanks

Added ocean



More tomorrow
puzzler2018
User Banned
Posted: 25th Feb 2018 20:17
Then the far away distant islands can be constructed, thus



and when get closer - they will convert into individual blocks
puzzler2018
User Banned
Posted: 26th Feb 2018 20:44
Im going to make a dynamically building OBJ object system, of adding and removing blocks in an object, it may have to use an imageatlas of somekind for the materials

I could head to memblocks meshes - but they seem too complex for me - and probaby would do for beginners when this goes up for the mini games series

Bear with me, see what can achieve
puzzler2018
User Banned
Posted: 26th Feb 2018 21:11 Edited at: 26th Feb 2018 21:12
Test...



This creates 100,000 cubes (all in same position) but does 100K - Ithink lol

I just need to work out the vertex positions and normals to move them about a bit

Resulting file 35mb
puzzler2018
User Banned
Posted: 26th Feb 2018 21:19 Edited at: 26th Feb 2018 21:21
Now, after test and making the f and normals by



Its giving us the same FPS as if we use the internal objects that AppGameKit provides.

100,000 gives 20fps
40,000 gives 50fps
100 gives 500fps, if start setsyncrate(1200)

I cannot see this giving us any joy in performance to be honest

We going to have to work hard on backface culling/occluson culling/our own frustrum (the objects behind camera can be moved to the front distance for example

Back to the drawing board lol
puzzler2018
User Banned
Posted: 26th Feb 2018 21:29
For the backface culling - we need plane style sides - but AppGameKit offers only double sided planes - no good.

We can create single sided OBJ file plane and use that the north, south, east, west bottom, top construction of a cube, and if its filled then dont create, if its next to air then do create


Catch up soon
fubarpk
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Posted: 26th Feb 2018 22:26
Quote: "I guess the saying goes Rome wasn't built in a day"


You have come along way and learnt plenty I'm sure which is a good thing
fubar
puzzler2018
User Banned
Posted: 27th Feb 2018 19:43
Before i proceed in trying to blow AppGameKit to the max, does anyone know what is the maximum object count that can ever be processed in any given sync(), ive managed 40.5K

Is that amicable? or can it go even further and im just not getting how ?

Open GL is unlimited..
puzzler2018
User Banned
Posted: 27th Feb 2018 19:43
Before i proceed in trying to blow AppGameKit to the max, does anyone know what is the maximum object count that can ever be processed in any given sync(), ive managed 40.5K

Is that amicable? or can it go even further and im just not getting how ?

Open GL is unlimited..
puzzler2018
User Banned
Posted: 27th Feb 2018 20:04 Edited at: 27th Feb 2018 20:05
Update - ive managed to get it to 96371 (non textured) in any one sync by changing

#constant mapx=310
#constant mapy=310


in my last example, but as can gather fps is appalling.

Time to do some occluson/backface work now by just using 3 faces instead of the whole 6 to build the cube and distance measuring etc etc to decide whats in cameras view etc etc
puzzler2018
User Banned
Posted: 27th Feb 2018 20:24
Quote: "1: OcclusionCullingAlgorithm (G)
2: OR=empty
3: for each object g in G
4: if(isOccluded(g,OR))
5: Skip(g)
6: else
7: Render(g)
8: Update(OR,g)
9: end
10: end
"


or put it simply -

if the camera direction is pointing at a cubes front, left and top then dont display right - make right face invisible
if the camera direction is pointing at a cubes front, right and top then dont display left - make left face invisible

if the camera direction is pointing at a cubes front and right only then dont display left and top - make those invisible

have an invsible angled camera line and if any that hits then view, any further a feild then make invisible

like attached..
[img]fig1.gif[/img]


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nonom
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Posted: 27th Feb 2018 21:31
puzzler2018 wrote: "would love OutRun or Chase HQ next."


Hype!
puzzler2018
User Banned
Posted: 27th Feb 2018 21:44 Edited at: 27th Feb 2018 21:55
Or Eco

https://www.youtube.com/watch?v=6fjoF-qLvVY



PS. maybe im thinking tooooo big, thats probably why minecraft is full of bugs and fps is crap - keep think optimal then people may play it without stalls or crashes - minecraft full of those - we can see why and what we have to endure programming it lol

This project might require Tier2 (so can implement threading) a pc has multiple threads to do different processes, anyway - this was for Tier 1, so will try my best to make a mini game for beginners, not too hard core that have to be a master developer to begin with lol
fubarpk
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Posted: 27th Feb 2018 21:55
Quote: "Eco"

wow that looks pretty awesome

I did make a trading game once with a full economic system in the background in visual basic but nothing like that
fubar
puzzler2018
User Banned
Posted: 27th Feb 2018 21:56
Exactly awesome and just the ticket of where we at, at the moment - forget the netherlands..
Xaby
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Posted: 28th Feb 2018 11:28 Edited at: 28th Feb 2018 11:37
@Puzzler2018

I can throw in "MegaRace" and "MegaRace 2".

My beginning was, to test, if it is possible to play a Video back of a 3D object. And it runs very good on the OUYA. (Video has to be MP4 High Profile)



I thought, we could generate a Track with a path or something. Maybe in Blender, and if the Base Track would be Low-Poly we could use that track for collision and the "Rendering"s for the Background-Video.

Video from Steam. (Mega Race Videos on YouTube are not looking very good)
http://cdn.edgecast.steamstatic.com/steam/apps/256697830/movie_max.webm

Xaby
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Posted: 28th Feb 2018 11:39 Edited at: 28th Feb 2018 11:39
@puzzler2018

and for your next things in AppGameKit Craft here some inspiration too:

Santman
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Posted: 28th Feb 2018 13:43
Throwing in my two cents, but not sure your face culling will do you any good. I did lots of testing around agk and its objects, and the sheer number of objects is an issue.....oddly, even hidden objects don't make much difference from what I saw. Test yours......if you hide all the objects it's likely still going to be quite slow.

You may want to look at a simple vertex shader.....work out the camera normal and the face normal, and it it's a back face just abandon rendering it in the actual graphics pipeline.

I'm working on similar for myself.....made some shader controlled grass and using a system where it works out the distance between the vertex and the camera, and beyond a certain distance it abandons rendering it altogether. If I get it working I'll share it.

Also, sharers can "instance" objects automatically. So for example you could, in theory, split your world into chunks that were 15*15*15 blocks. You o my render 1 in agk, but pass an array to the shader which then instances the rest automatically internally. Not done it (have a good example.....it's how it does lots of grass) but it seems faster.
PHeMoX
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Posted: 28th Feb 2018 14:42
Cool programming puzzler2018 , especially the Perlin Noise stuff seems very useful. I was trying to convert something like that to AppGameKit 2, but got stuck at the point of comparing rows with the previous ones and got lost in some other projects.

Quote: "forget the netherlands.."


Haha, are you Dutch?
puzzler2018
User Banned
Posted: 28th Feb 2018 17:47 Edited at: 28th Feb 2018 17:48
Thanks guys for inputs here and will have a think of some inspirirations from them

@PheMoX - Netherlands is a world in minecraft of which probably wont even get to lol


Im from Snowy UK
puzzler2018
User Banned
Posted: 28th Feb 2018 20:43
A little bit of nostalgia- Notch built minecraft with places around his own town in Sweden, he grew up thinking what do i do what do i do, he wanted to develop his game programming skills - his fellow pupils and teachers said no way he will do anything like that

He proved them so wrong.

So in essence --- don't stop until a project is finished and follow your dreams and definately dont let no one hold us back by ones saying games programming is odd / boring hobby and such like...

puzzler2018
User Banned
Posted: 28th Feb 2018 21:30
Wouldnt it be awesome to send a http request to something accuweather.com and it returns:-

Snow
Rain
Thunder
Hailstone
Sunny
Showers

and then make this game do exactly to what the weather is doing when you run it

Xaby
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Posted: 2nd Mar 2018 08:26
Or you let's vote your Twitch community, which weather your live game should have with some Amazon Twitch integration thingly
puzzler2018
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Posted: 2nd Mar 2018 19:15 Edited at: 2nd Mar 2018 20:30
Sorry chaps for been away - ive been having a dabble with creating objects - think i might have an Object creation weekend for this - come back to main article next week, once ive had a bit of time away from it.



Shall post more as and when i create new stuff over the weekend

https://minecraft-ids.grahamedgecombe.com/

Item number 0 is an interesting one, is it a 0 transparent / Alpha block or indeed absolutely nothing?
fubarpk
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Posted: 2nd Mar 2018 21:30 Edited at: 2nd Mar 2018 21:41
Pretty cool looking trees

would make great inventory items like snowmen etc
fubar
puzzler2018
User Banned
Posted: 2nd Mar 2018 22:10 Edited at: 2nd Mar 2018 22:36
Thanks.

Been thinking of taking this a new direction with and have different puzzles like the 7 Ancient wonders of the world-

the Great Pyramid at Giza, Egypt.
the Hanging Gardens of Babylon.
the Statue of Zeus at Olympia, Greece.
the Temple of Artemis at Ephesus.
the Mausoleum at Halicarnassus.
the Colossus of Rhodes.
the Lighthouse at Alexandria, Egypt.

Or am i way over thinking here.

puzzler2018
User Banned
Posted: 2nd Mar 2018 23:34 Edited at: 2nd Mar 2018 23:38
Here is some course we can look at for Shaders - ok its unity and i dont think can escape this engine now a days, but some inspiration ideas to the newcomers

https://www.youtube.com/watch?v=V0E5WH7JRLo&index=2&list=PL09X4HXJpa8kfw8cZjyYZel8WlOT5B1_k

This is the way to go to save our CPUs lol

Learn the basics slowly and build fast
puzzler2018
User Banned
Posted: 3rd Mar 2018 00:15
So from my understanding at moment is that:-

.ps files are pixel shader instructions

and

.vs files are vertex instrustions


getting excited already lmao
fubarpk
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Posted: 3rd Mar 2018 00:46
If you want to delve into shaders you should look into this post
many shaders people have shared

https://forum.thegamecreators.com/thread/214598
fubar
puzzler2018
User Banned
Posted: 3rd Mar 2018 00:55
Thank you - and im fully aware..

Its important for me to be able to learn them from scratch - otherwise copying other peoples code and something is just not quiet right, then i wont be able to fix not without help
from the original code developer...

If we learn for our selves then we become better programmers and have the adaptability to tweak as and where necessary

Shaders is a very specialised area and im willing to learn and share my knowledge to you guys

I feel anyway

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