Author Topic: [Axe] Game with a 3D tunnel with first person view in it but no name yet  (Read 12434 times)

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Offline Matrefeytontias

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Hey guys,

So, basically, what the title + subtitle says. I just thought it was cool to have a game with a fully-rendered 3D tunnel in it. I have the tunnel, now if you have ideas of a game to put it in, please let me know. ;D



It's pure Axe (excepting some Asm(CB3D) to fasten /2), exactly 2000 bytes, the way it's coded allows for custom deformation of the tunnel (for now, each segment has X = cos(timer), Y = sin(timer)), it's endless, it runs at 9 FPS at 6 MHz and it doesn't use GLib.

Any idea to share ?

EDIT : Frostion suggested http://armorgames.com/play/10289/vector-rush .
« Last Edit: December 29, 2013, 05:55:25 pm by Matrefeytontias »

Offline pimathbrainiac

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #1 on: December 29, 2013, 06:51:19 pm »
My suggestion is a Starfox64-like.
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Offline Matrefeytontias

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #2 on: December 29, 2013, 06:53:06 pm »
In a tunnel ? And enemies would slow down the game too much I think.

Offline pimathbrainiac

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #3 on: December 29, 2013, 06:56:01 pm »
Hmm... I guess that wasn't well thought through.

I don't know, then.
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Offline fb39ca4

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #4 on: December 29, 2013, 07:22:32 pm »
Hidden surface removal should be pretty easy to implement.

Offline Matrefeytontias

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #5 on: December 29, 2013, 07:37:12 pm »
Actually no, because of the way I defines faces. To be precise, only 10 vertices are displayed at a time, and 0 faces. I have a vertex at the center of each vertical segment, and each segment has a width (on the X axis) and height (on the Y axis), this way I do minimum calculations.

Offline fb39ca4

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #6 on: December 29, 2013, 08:02:35 pm »
I was thinking that after you draw the nearest rectangle, that is the clipping rectangle for the next one, and you keep on shrinking it.

Offline Matrefeytontias

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #7 on: December 29, 2013, 08:18:54 pm »
But I can't do that since I don't draw rectangles at all ... I only connect the vertices of two segments and the vertices of a single segments with a clipped line.

Offline Vogtinator

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #8 on: December 29, 2013, 08:43:16 pm »
But you know the position of the four vertices that make a segment?
These are the edges of your clipping rectangle.

Offline ClrDraw

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #9 on: December 29, 2013, 09:11:00 pm »
That looks so cool  *.* did you use #ExprOn? That could speed it up. I always forget to use that in my games...
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Offline Hayleia

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #10 on: December 30, 2013, 03:19:09 am »
This looks a lot like what ben_g did here. Was it made on purpose to compare your performances with GLib again ?
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Offline TheMachine02

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #11 on: December 30, 2013, 05:55:45 am »
look great  :D . The only thing who surprise me is that you have only 10 vertices displayed, and that it doesn't run so fast ...  :P   :troll:
An other thing : can't you check the sign of thing like X2-X1 to see if face need to be remove or not ?
« Last Edit: December 30, 2013, 05:55:58 am by TheMachine02 »
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Offline Matrefeytontias

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #12 on: December 30, 2013, 07:00:26 am »
But you know the position of the four vertices that make a segment?
These are the edges of your clipping rectangle.
More on that below.

That looks so cool  *.* did you use #ExprOn? That could speed it up. I always forget to use that in my games...
Yeah actually I forgot to add that :P but it would have been over 2000 bytes then.
This looks a lot like what ben_g did here. Was it made on purpose to compare your performances with GLib again ?
It was made on-purpose, but not to compare perfomances. I just loved the game ben_g showed, and wanted to make one similar but more advanced :)
look great  :D . The only thing who surprise me is that you have only 10 vertices displayed, and that it doesn't run so fast ...  :P   :troll:
An other thing : can't you check the sign of thing like X2-X1 to see if face need to be remove or not ?
I draw 116 lines. That's why it's not so fast.

Mh yeah actually I could discard a segment if its leftmost X is smaller than the leftmost X of any nearer segment, and same for other vertices. Since my vertices are already ordered from nearest to furthest, that'll be simple. The only downside is that since the culling does not depend on the camera, you must stay inside the tunnel to see things correctly. In the final game, you won't be supposed to go outside of it anyway :P
« Last Edit: December 30, 2013, 07:05:58 am by Matrefeytontias »

Offline ClrDraw

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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #13 on: December 30, 2013, 11:01:30 am »
Quote
Quote
That looks so cool  *.* did you use #ExprOn? That could speed it up. I always forget to use that in my games...
Yeah actually I forgot to add that  :P but it would have been over 2000 bytes then.

Do it  8) I got tons of room on my calc.
« Last Edit: December 30, 2013, 11:02:05 am by ClrDraw »
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Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« Reply #14 on: December 30, 2013, 11:08:45 am »
Looks quite nice and smooth. I think just a tunnel clone would be fine, but maybe with some power ups that you must take or avoid that can speed you up or slow you down. One main challenge of a 3D Tunnel is that you have to avoid walls on 4 sides rather than just 2, so you have to be more careful.
« Last Edit: December 30, 2013, 11:10:34 am by DJ Omnimaga »
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