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

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puzzler2018
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Posted: 28th Jan 2018 16:09 Edited at: 28th Jan 2018 16:15
Attempt 1000 - well it seems lol




Added tile heights with different colors - water bottom - greenary middle - gray mountains - white - snow

because of the slowness of the camera-when add a player and actually get down to the blocks, it will look Huge in comparion to the players position on the top of a block

You may see open entries at the bottom - but these could act has cave entries

In camera view - you can see all blocks - fine...
on the top of the block view - you will only see a certain amount of blocks in view - so ultimately the blocks remaining in the rest of the map are really rendering for no reason - so these can be worked upon not rendering to the GPU

either by deleting the really far ones m and suchlike, and bringing them back to life when the player gets to there position later in thegame


Keep going..
puzzler2018
User Banned
Posted: 28th Jan 2018 18:49
Movement - trying to keep on top of the blocks that moving to- needs improving but its getting there




We seem to be able to have more createobjectcube rather than createobjectplane, with planes I couldnt get it above 3K blocks with bombing out, cubes it seems really positive

so next week or two its learning about texture meshing the different sides of a cube

Catch up soon
Xaby
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Posted: 28th Jan 2018 19:29 Edited at: 28th Jan 2018 19:32
It looks like, you and Notch are working on the same problems these days
puzzler2018
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Posted: 28th Jan 2018 19:32 Edited at: 28th Jan 2018 19:34
Wow thanks for the compliment and does sound like im heading in the right direction to build it together if Notch is dealing with probs too.

That link is broken by the way - it maybe off youtube now

Edit - Strike that - its viewable now
puzzler2018
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Posted: 28th Jan 2018 19:36
Bless- looks like a bit of Mesh Z ordering or some shape or form issue on some of his objects/texturing
puzzler2018
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Posted: 28th Jan 2018 21:50
Searching in google

"how to texture different sides of a cube"

Top 10 - is bloody Unity answers

For the love of god - Unity - goooooooooo awaaaaaaayyyyyyyyy LOL
Xaby
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Posted: 28th Jan 2018 22:05
@Unity,

maybe after we figured it out, how to create a little minecraft-thingly, we could make a series of "Making Games with AGK", and also addressing some issues or solvings and how to do them with AGK.

Like the Mini-Game-Templates ...
puzzler2018
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Posted: 28th Jan 2018 22:06
Im good with that
puzzler2018
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Posted: 28th Jan 2018 22:09
Is there deadlines - maybe 1 game a month or just as and when we feel something concrete that we can say yep - this will work magically for newcomers of agk
puzzler2018
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Posted: 28th Jan 2018 22:41
This look like this is very popular.

More to come daily after work and weekends

Catch up tomorrow

A little pick-axe


janbo
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Posted: 29th Jan 2018 03:02
AGK's planes are double sided so instead of 4 vertices the plane has 12.
If you now wonder why not 8 as it is double sided. It is because AppGameKit is using triangle strips.
When you now ask what are triangle strips ...well you may want to use triangle strips, which need to create three vertices for every single triangle but reduce memory usage and there are triangle lists which need Indices to know which vertices connect to a complete triangle, which need memory for Indices but might be a bit faster to process.

A cube instead is made of triangle lists without sharing neighbors. 24 vertices in total.
Again my code example shows how to create single sided planes from momblocks
puzzler2018
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Posted: 29th Jan 2018 07:25 Edited at: 29th Jan 2018 07:45
Thanks again Janbo - code is revisited (well your memblock bits)



Cheers for you input...
Xaby
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Posted: 29th Jan 2018 16:44
@Puzzler2018

Nice PickAxe. This could be a tutorial series, too. Objects from coding. There was also a project, I think, which was a little Object-Creator from Primitives.
Xaby
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Posted: 29th Jan 2018 16:56 Edited at: 29th Jan 2018 16:58
@puzzler2018

at your last post, I only see the sun, no blocks at all. Is that right? ...oh I found the cubes
puzzler2018
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Posted: 29th Jan 2018 18:01
Thanks @Xaby

Im happy you found the sun - thought oh oh ,my first serious programming fault

and thanks for the pick axe, thought could be useful as a 1st person weapon which rotates down in a smooth motion when hit a button to hit a block, a move slower also in that rotation fashion whilst walking around the map


I have my own thread for 3D object primitives, and this is cool with me too to create, share and develop.

https://forum.thegamecreators.com/thread/221110

If anyone got any suggestive ideas for a primitive object then by all means post on there and will see if can help/show how to do it for the learners
puzzler2018
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Posted: 29th Jan 2018 19:46 Edited at: 29th Jan 2018 19:54
Just checked your example Janbo and WOW - thats the way to go!!

This week will be experimenting with lots of things with this methodology

Come back in a day or two with something concrete

Cheers

Edit --- Absolute Genuis!!
puzzler2018
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Posted: 29th Jan 2018 21:18 Edited at: 29th Jan 2018 21:31
@Janbo- just a quick question

Does these cubes provide an object id - so that we could perform say a Rotation/collisions etc with the use of the standard AppGameKit object commands

EDIT - Not to panic if not, can work something out, minecraft blocks dont rotate anyway but collisions maybe useful but just thinking here for other types of apps
janbo
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Posted: 29th Jan 2018 22:18 Edited at: 29th Jan 2018 22:18
You can grab the Object id of each face. If you want the whole cube I still recommend to combine all faces to one bigger chunk and work with that.

This creates the face and returns the ObjectID if it:
puzzler2018
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Posted: 29th Jan 2018 22:23 Edited at: 29th Jan 2018 22:25
Its just that I create one cube say - rotate all faces with each other

eg

for a=0 to 5
setobjectrotation ( cube[cubex,cubey,cubez].face[a], x#, y#,z#)
next

Works great

but add another cube and rotate 2 + cubes say then it comes back with object doesnt exist, probably cause the reference of cube 1 is the same as cube 2

combine 6 faces into 1 object would work if want to rotate a full cube as a whole

but is that then going to be the same as createobjectcube?
Thanks for your inputs
puzzler2018
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Posted: 29th Jan 2018 22:36
Think we need to visit SetObjectCullMode function
puzzler2018
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Posted: 29th Jan 2018 23:12
Tried a mapsize of blocks 128 to 128 and it booomed for some strange reason

I think a 20x20 rolling perlin noise map with height refereneces will suit this kind of app just great

Carry on tomorrow, head is booming with this knowledge
janbo
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Posted: 30th Jan 2018 14:19 Edited at: 30th Jan 2018 14:20
Quote: "but is that then going to be the same as createobjectcube ?"

Yes It would be pretty much the same, but the clue is to combine more than 6 faces to a whole chunk with no inside faces like my code already does, the only thing left is combining all these faces to one big object.
Then AGK's culling can run on these few objects.
puzzler2018
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Posted: 30th Jan 2018 17:43
Thanks for the tip - I shall look at doing more with your idea tonight
puzzler2018
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Posted: 30th Jan 2018 20:22 Edited at: 30th Jan 2018 20:34
Anyone for a bit of waves





EDIT



Really Windy



Enjoy
Xaby
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Posted: 31st Jan 2018 11:48 Edited at: 31st Jan 2018 11:49
@CubeWaves,

nice effect, but not Framerate-Independent
Xaby
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Posted: 31st Jan 2018 11:50
next ...

puzzler2018
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Posted: 31st Jan 2018 12:47
Wow that looks impressive - ill certainly be having a go with this one too once I feel Minecraft clone is good enough for the "Making Games with AGK"

Shall crack on when I'm home from work and at weekends.
puzzler2018
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Posted: 31st Jan 2018 17:55
Adding collisions over next few days with objectraycast and making the blocks more better

Catch up soon
puzzler2018
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Posted: 31st Jan 2018 20:58 Edited at: 31st Jan 2018 21:00
Collisions with the map blocks

Could be optimised but the routine is pretty dam there i think



Am well Chuffed
puzzler2018
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Posted: 31st Jan 2018 22:56
It all depends how far we like to go with this, i would love to go the full works in:-

- rolling map

- accurate collisions

- adding and removing blocks

- heading deep into cave network or build the tallest scyscraper

- Inventory system

How long have we got lol
Xaby
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Posted: 1st Feb 2018 15:16
sounds nice. I am preparing some smaller tutorials", also with the introduction of AGK-Android-App, it would be nice, to generate some textures on the fly or maybe integrate some of our upcoming projects for starters there.
puzzler2018
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Posted: 1st Feb 2018 18:37 Edited at: 1st Feb 2018 18:41
Yeah thats cool

There is one or two games on my bucket list and this is an OutRun, Chase HQ, SuperCars style apps
CJB
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Posted: 1st Feb 2018 19:19
Oooh! Exciting stuff: https://forum.thegamecreators.com/thread/216912?page=5#msg2617673

Automatic drawcall optimisation Can't wait to play with that on Monday! Will be interesting to see what difference it makes to FPS on a vast playfield of minecraft style cubes (or even, the optimised "showing face only" style cubes you've been working on here).
puzzler2018
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Posted: 1st Feb 2018 19:27
Your welcome - ill get something more constructed and something to play by Sunday evening-im still not 100% happy with it but its coming along very nicely
GarBenjamin
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Posted: 1st Feb 2018 22:17 Edited at: 1st Feb 2018 22:19
This is coming along great! That last version has loads of blocks and frame-rate is very good on my laptop! It is very good just to see the progress made from the first experiment or two and then this latest version.

Following your progress and other threads here has me thinking about doing a little game again. Maybe a simple 3D fps style but slower paced non-military (wizard casting fireballs or maybe melee combat) old school chunky scrolling and turning style because it will be keyboard only. If I do I will post it for inclusion in your guys example pack if you want.
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
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Posted: 1st Feb 2018 22:29 Edited at: 1st Feb 2018 22:30
Thanks for the comment, really good.

For me, i like to build a starting ground map for everyone to use - and it seems like all games are made with rolling maps in one way or another

Whether it been a 10x10 or a 200x200 viewing map,and when move,the entities come in to play by visibility

This will work ultimately with any game...3d rolling mapping...
puzzler2018
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Posted: 1st Feb 2018 22:32
Im free from tomorrow lunch till Monday - so will see how far I get with it- hopefully lots better than anything
puzzler2018
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Posted: 1st Feb 2018 22:37
Im sure it will be very welcome to a mini game tutorial thread like Xaby suggests -thanks for that

Like Xaby also suggests create a game thread for the finished result and a development thread for the duration of development to identify mishaps etc

Wll be a great 3D teaching ade for newcomers and maybe existing

puzzler2018
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Posted: 2nd Feb 2018 07:15
Here is an idea which will do this weekend - different views

Play mode

- 20 x 20 rolling map when sat on the ground - moving around with the cursors - which will move on a much larger 2D array with height referencing

- If player walks on top of high blocks - then slightly extend the 20x20 -> 21 x 21 -> 22x22 --> 23x23 the higher player goes

So ground level - 20x20
1 block heigher - 21x21
2 block height 22x22
3 block height 23x23
4 block height 24x24
5 block height 25x25
any higher will make the further into just single sided flat - joined up planes (maybe dynamically texturing the very distant (1 sided planes)

Camera View
- Pressing C and cursors will be able to move up to the stratuspehere, and that's where it becomes interesting, maybe use the idea from Janbo and create 1 sided planes joined together

like looking at the earth ground when your in a plane going on holiday - all you see is different colours of patches of land - and when come down into ground - then the objects on ground slowly emerge

I shall have a good go today and this weekend doing this





puzzler2018
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Posted: 2nd Feb 2018 14:05
Im thinking chunks now.

So say we have a full blown objectbox 48,48,5


this will be

48/4 = 12 on the x
48/4 = 12 on the y
12x12 = 144 blocks live in that chunk

easy..

Dificult part will be texturing and joining textures together,to indeed look like 144 individual cubes on 1huge cube..

1 block is better than 144 blocks
puzzler2018
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Posted: 2nd Feb 2018 20:03 Edited at: 2nd Feb 2018 20:05
This is sincerely driving me crackers



Is this genuinely capable for AGK

I wont be defeated by any means.
puzzler2018
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Posted: 2nd Feb 2018 20:20


Enjoy!

Catch up tomorrow
puzzler2018
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Posted: 2nd Feb 2018 21:00
Any helpwould be appreciated,

here is what i like to acheive.

If i move cursors UP then i move forward, but then if i spin left / right / up / and down - and keep pressing UP - i would like to go forward in the direction im facing.

Not100% sure of the algorthm
puzzler2018
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Posted: 2nd Feb 2018 22:01
30x30x30



It will remove halfof those for rendering purposes- 14.8K blocks available toplay with
puzzler2018
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Posted: 2nd Feb 2018 22:58
FPS optimize



Catch up later in weekend for more
puzzler2018
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Posted: 2nd Feb 2018 23:48
Using the same code with a few minor tweak - could make an interesting app that player start on the top block and have to jump to lower levels and reach the ground level



Anyway, back to minecraft thinking
puzzler2018
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Posted: 3rd Feb 2018 00:05
Rome wasnt built in two weeks - if this takes 2 days/2 weeks/2 months or 2 years. then im happy, as long as get this 100%
puzzler2018
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Posted: 3rd Feb 2018 00:26
How does this look and feel


puzzler2018
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Posted: 3rd Feb 2018 01:09
I bet most wondering why is he building a skyscraper full of blocks.

All will become clear in a few days
Xaby
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Posted: 3rd Feb 2018 20:25
@puzzler2018

looks great. Q/Z is a little bit odd on German keyboard layout, because Y and Z are flipped. What if you make Z or Y, or use E or X. Looks realy nice so far. I have about 40 to 75 FPS. Not great, but works. And I like your skyscraper. The idea ist great, also.





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