Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: TheMachine02 on May 22, 2012, 10:04:06 am

Title: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on May 22, 2012, 10:04:06 am
Bonjour je suis nouveau sur le site et j'essaie de créer un nouveau rpg en 3d avec un moteur raycasting.
Les menus sont quasiment terminés.
J'aimerai de l'aide pour le moteur raycasting

voici le code source

Hello I am new to the site and I try to create a new RPG with 3D ray casting engine.
The menus are almost completed.
I'd like to help with the ray casting engine

here's the source code

. Full3d
[1111111111111111->GDB1  //test map
[1000000000000001
[1999100000000001
[1888100000000001
[1777400000000001
[1888101199100001
[1999101199100001
[1999101199100001
[1999100100100001
[1555100100110001
[1111100100010001
[1111111111111111

E0->S
E500->X->Y
Diagnosticoff
Repeat getkey(15)
Repeat getkey(0)
Pause 11
Disgraph'
End
Disgraph'Clrdraw''
getkey(2)-getkey(3)*8+S->S
sin()->Q
cos(S)->P
If getkey(4)+getkey(1)
If getkey(1)
-P->P   // negative symbole (not operator)
-Q->Q   //  the same
End
!If Check(X+P,Y-Q)->U*(U<4)
X+P->P
Y-Q->Q
End
End
E3->A
cos(-45)->L  // negative symbole
S+45->S
While -S+45  //operator
cos(Z)->I
sin(Z)->J
E0->C-32->G  //oper.
X->P
Y->Q
EF->K
Ray()
A+2->A
cos(-48)->L  //operator
Z-2->Z
End
End
Return

Lbl Check
nib{/256*156+{°r1+1}+(GDB1*2)}
Return

Lbl Draw
!If H-r2-G->r2<<0
Rect(A,G+32,2,r2,r1)
End
Return

Lbl Ray
P+I->P
Q-J->Q
If Check(P,Q)->§*(K>=§)
180/(L*C/256+8)->H*§/5->W
G+H>256?-H->G  // negative signe
If Check(P,Q+J)->V+§-2*V
Draw(L6,V*H/5
End
V-§?Draw(L3,W),Draw(L6,W
Return!If §->K-1
G+r2->G
End
ReturnIf C++>50
Goto Ray

Need optimization
(6 MHz)

->  is sto symbole

§  is theta

Title: Re: Nemesis
Post by: turiqwalrus on May 22, 2012, 10:56:31 am
Est-ce que tu as un screenshot?

BTW, I'd recommend moving this to the french section?
Title: Re: Nemesis
Post by: shmibs on May 22, 2012, 11:24:22 am
it isn't only french, and more people will see it here.
what past experience do you have?
basically, the idea in raycasting is that your character moves around on a 2d plane with walls and things, and a pseudo-3d projection of that area is made by casting rays out from the character's position in the direction he's looking, one for each column of pixels, measuring the distance to the nearest wall using trigonometry, and drawing walls either taller or shorter, depending on their distance away from the viewing point. what all do you need help with?

EDIT: this (http://www.permadi.com/tutorial/raycast/) is a really helpful tutorial.
Title: Re: Nemesis
Post by: TheMachine02 on May 22, 2012, 12:21:22 pm

 no screenshoot sorry  :-\

I need help with the DDA system: I'm not sure to have very well understood
  :w00t: :w00t:
Title: Re: Nemesis
Post by: shmibs on May 22, 2012, 12:41:23 pm
dda?
is this what you mean?
http://read.pudn.com/downloads76/sourcecode/embed/279654/Digital%20Differential%20Analyzer%20for%20Lines.pdf
Title: Re: Nemesis
Post by: TheMachine02 on May 22, 2012, 01:12:06 pm
the DDA system is way for me to determine the intersections of walls with the ray
On my engine, precision and speed are decreased    :banghead:
because of a detection system (so that I would like to change)  :)

On your tutorial (which I knew), I did not understand how you did to determine the first point of intersection with the map
 ;D
Title: Re: Nemesis
Post by: shmibs on May 22, 2012, 09:08:36 pm
as in, the closest point to the viewer?
well, you literally "cast rays" at them. check points at intervals along a line pointing out away from your viewing point and stop when one of those points is inside a wall.
so if your map is broken up into blocks of 8*8 blocks, you would have to get the truncated integer value of the point's cartesian (x, y) coordinates in order to find what block it's inside, and then check that block on the map to see if it's inside a wall.
Title: Re: Nemesis
Post by: DJ Omnimaga on May 22, 2012, 10:40:02 pm
Est-ce que tu as un screenshot?

BTW, I'd recommend moving this to the french section?
Actuallly projects can  go in here regardless of the language (although some english and/or images are recommended).

Anyway welcome here. As for raycasting I cannot help but I know Runer112 was working on a raycaster before. Maybe that could help too? Anyway good luck :)
Title: Re: Nemesis
Post by: TheMachine02 on May 23, 2012, 12:10:59 pm
Ok......  I will try this  :thumbsup:

I also forgot to say that the walls have a variable height and you're done making the program a little more complicated
Here, I have a variable height from the top, but not the bottom ....
And I did not succeeded to put the two together ... :'(

Furthermore, and this time the game, I'll try to put a program on the site to show you a costume of a character team.

Errrr ...... :w00t:
I can't find the link to post a program
Title: Re: Nemesis
Post by: DJ Omnimaga on May 24, 2012, 02:11:18 am
Hmm variable wall height might be complicated. What I would suggest is you edit the first post to mention it's a raycaster in the title and say you need help there, or ask in the help section so more people see this topic. Keep in mind that if you're new to programming, raycasting is a huge undertaking, though. Most people who tried raycasting had 3-5 years of programming experience before. Hopefully you can get some help to point you in the right direction, though.

Also to upload a program I think you need 5 or 20 posts on the forums.
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 24, 2012, 03:25:45 am

 Ok. Thank you !!

The raycasting isn't so complicated.
I had good results with my ray casting engine, although there is no textures (which is not that bad).  ;D
I think I will reduce the quality to increase speed: the whole is to find a good arrangement  :P

Otherwise I start to create an artificial intelligence (it's just a point following a other point) and I do not see too how to make the point that moves avoids the walls

Here the code

.IA
20->C->D->X->Y
New()

Repeat getkey(15)
X-C<<0?-1->I,1->I  // -1 is the signe
Y-D<<0?-1->J,1->J  //same
Y-D=0?0->J
X-C=0?0->I
X-C//32+I->S
Y-D//32+J->T
!If pxl-test(C+S,D+T
C+S->C
D+T->D
End
pxl-on(C,D
pxl-on(X,Y
If C=X*(D=Y
New()
End
Disgraph
Pause 300
Clrdraw
End
Return

Lbl New
rand^20+3->A
!If rand^2-1
-A->A   // the signe
End
rand^20+3->B
!If rand^2-1
-B->B  //same as follow
End
!If pxl-test(X+A,Y-B
A+X<64*(A+X>0)?X+A->X
B+Y<64*(B+Y>0)?B+Y->Y
Else
Goto New
End

Basically, this code just create a point, which is the objective of the other point

(here it stops when it hits a wall, and I want that the point continues to try to reach the other point ...)
Thank for help!  :thumbsup:
Title: Re: Nemesis-raycasting
Post by: shmibs on May 24, 2012, 09:42:34 am
builder's RTS that he's making has AI that finds paths to places, so if you really wanted to you could talk to him about it. that means adding in a fairly complex algorithm that would slow everything else down a lot, so it probably isn't worth it.
EDIT: wikipedia link for good measure
[wikipedia]https://en.wikipedia.org/wiki/Pathfinding[/wikipedia]
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 24, 2012, 11:19:39 am
Thank you.
I think I find a way to do a limited and quick AI
So, I will try this and I wil tell you if it's work.  :)

Also a picture showing the possibilities of my engine

Better on calc !!!
Title: Re: Nemesis-raycasting
Post by: shmibs on May 24, 2012, 11:30:15 am
do you have a demo of some sort yet?
and once you have everything else, variable wall heights are pretty simple. just apply different scaling factors according to tile type. remember that you won't be able to see over shorter walls, though, unless your engine draws both the first and second wall a ray encounters, which, again, would slow it down a lot.
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 24, 2012, 11:41:02 am
I'm just working on a playable demo so I'll post you when I had finished

Feature:
Character animation ..... in progress    >:(
Cool menus ....... almost done    ;)
3d    >B)
find the treasure    ^-^
Boss ...... with animations (and everything in 3d) ;D
Save game  ....done (and  very funny)
Title: Re: Nemesis-raycasting
Post by: shmibs on May 24, 2012, 11:45:05 am
by "everything in 3d" do you mean you have sprite scaling implemented? =D
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 24, 2012, 11:51:02 am

16*16 spirite scaling routine for do a great boss and beautiful treasure

the only problem I encounter is to show the boss with a variable height walls: I think I'll put the boss in a room simple square   :angel:
Title: Re: Nemesis-raycasting
Post by: Builderboy on May 24, 2012, 02:48:46 pm
builder's RTS that he's making has AI that finds paths to places, so if you really wanted to you could talk to him about it. that means adding in a fairly complex algorithm that would slow everything else down a lot, so it probably isn't worth it.
Yeah my routines work best for large volumes of enemies, as well as those units moving towards a single stationary destination, not a moving destination.  With a bit of modification though, I suppose many of the concepts could still be applied though.
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 25, 2012, 10:15:27 am
Here is the program a showing a character (NEM1), the ray casting engine (PP96) and the project of artificial intelligence (IA3)
I've had good results. Point sometimes freezes, but it's not too serious.    ._.
 You must make a map as pic9.  :hyper: :hyper:
If nothing appears, change the Y, X, A, B at the beginning of the program   XD

NOTE: THERE MAY BE A BUG WITH AI (I tested, but not much)
BACK UP YOUR DATA BEFORE USING 

 :w00t: :w00t: :w00t: :w00t: :w00t:
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 31, 2012, 03:58:03 am
and here is! a routine for scaling the spirite of the size I want!! (8 * x, y) ;D ;D
the only problem I have is that the routine is quite slowwwwwwwwwwwwwwww ...  :banghead:
I will put the source code when I get home ...

The demo is coming!!  8)
Title: Re: Nemesis-raycasting
Post by: DJ Omnimaga on May 31, 2012, 03:59:09 am
Cool, I will have to give your stuff a try when I get a chance. I'M curious how this will come out. :)
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 31, 2012, 04:02:50 am

Thank you very much  !!!   :thumbsup:

And I think to put animation in demo with vectoriel picture....    ;D

What do you think about this ?  ???
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on May 31, 2012, 12:25:14 pm
Ok ... I think Vector images are not a good idea   :angel:

Otherwise, I did a little routine that allows animations, using pt-mask, various spirits, data (location on the screen, n° display of a spirits), and a background image (maybe with a scrolling if necessary ...)  :thumbsup:

I will soon start a small trailer of my game (what do you think about this???) ??? ??? ??? ???

Thank !!  :thumbsup:
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on June 01, 2012, 12:44:27 pm

The trailer is almost finished....

Should I release it ???  ???
Title: Re: Nemesis-raycasting
Post by: MGOS on June 01, 2012, 12:46:07 pm
Should I release it ???  ???

Maybe post a screenshot?
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on June 01, 2012, 12:47:26 pm
The probleme is I can't do screenshot  !!!!!!!!!!!!!!!!!!!!!!!     :'( :'( :banghead:
Title: Re: Nemesis-raycasting
Post by: aeTIos on June 01, 2012, 02:41:12 pm
Please use less smileys. One or 2 are enough.
EDIT: sorry for not giving any useful comments, this looks great >)
Title: Re: Nemesis-raycasting
Post by: LincolnB on June 01, 2012, 05:04:54 pm
Why can't you make screenshots? Its very easy, if you have wabbitemu (which is free)
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on June 02, 2012, 09:58:01 am

I don't why but wabbimetu doesn't work on my computer....
He doesn't want to be install !
It's may be the antivirus who blocking the installation  :w00t:

So I think as I will not change anti-virus, I can not make screenshot. (or so I try to install another emulator ..)

anyway I have a pc highly weird ...

(and I will use less smiley.)
Title: Re: Nemesis-raycasting
Post by: shmibs on June 02, 2012, 12:15:46 pm
wabbitemu doesn't require installation. it's a single executable. where are you getting it from? try here (http://wabbit.codeplex.com/releases/view/44625).
Title: Re: Nemesis-raycasting
Post by: DJ Omnimaga on June 02, 2012, 02:41:37 pm
By the way I tried one of the program and it was kinda cool so far and didn't ran too slow. For some reasons there seemed to be a bit of variable wall/ceiling height though O.O
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on June 04, 2012, 02:42:46 am
And.... Wabbimetu doesn't work   :'(!!
 It alway send me an error when I try to run it. (sorry. I thought it needs installation, because I've never seen in use)

Title: Re: Nemesis-raycasting
Post by: TheMachine02 on June 07, 2012, 05:20:05 am
Fine. I have to make enemies (and find a way to display them :w00t:!), complete menus and you will have the demo!   8)

I think you will have it before the holiday
Title: Re: Nemesis-raycasting
Post by: TheMachine02 on June 12, 2012, 05:09:16 am
 I had to recode the whole system of displacement and 3d style rpg because of several bugs  :banghead:
(20 RAM clear in 3 hours!   :-\ )

The demo is going to take a bit late but you'll still have it even before the holidays (well I hope!!!)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 13, 2012, 09:49:15 am
Ok... now autorise 8 directions with the system...  8)
Title: Re: Nemesis- a new axe 3d rpg
Post by: blue_bear_94 on June 13, 2012, 11:22:41 am
Do you have a ROM image?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 13, 2012, 11:23:23 am
What ?????
Title: Re: Nemesis- a new axe 3d rpg
Post by: blue_bear_94 on June 13, 2012, 11:24:46 am
It's a proof that you have a certain calculator. An emulator will not work without it. You can get one from TiLP or make one using rom8x. I also thing WabbitEmu can make one using a flash upgrade as well.
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 13, 2012, 11:25:39 am
Ok... why do you want it  ???
Title: Re: Nemesis- a new axe 3d rpg
Post by: blue_bear_94 on June 13, 2012, 11:27:32 am
WabbitEmu needs it to run.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Hayleia on June 13, 2012, 11:28:03 am
Ok... why do you want it  ???
Lol, he doesn't want it, he asks you if you have one because if you don't have one, Wabbitemu doesn't work.

edit: ninja'd D:
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 14, 2012, 03:14:10 am
ok.... that why he doesn't work... thank you very much. Now I think I will do screenshot
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 14, 2012, 07:48:50 am
wabbitemu doesn't work grrrrr >:(

But I do screenshot  (it's my first  :love: )

grey are better on calc

the rect is the perso (no spirite done)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Nick on June 15, 2012, 04:43:20 am
looks good, but i would say to make the sprite of the player invisible (as the player is seeing the view), if you understand?
in fact, the one who plays the game is the player in the game, and then you don't have to see another character..it only obstructs the view (imo)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Hayleia on June 15, 2012, 11:31:15 am
looks good, but i would say to make the sprite of the player invisible (as the player is seeing the view), if you understand?
in fact, the one who plays the game is the player in the game, and then you don't have to see another character..it only obstructs the view (imo)
^This, or at least make it less big, or not in the middle.
Other than this, it looks great so far :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 15, 2012, 11:38:28 am
Ok... I ill try this and I will post a screenshot.

Today, I almost finish the pv / pm bar and effect of spell / object   :D

I think you will have the screen tomorrow..
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 17, 2012, 08:54:00 am
 8)
Title: Re: Nemesis- a new axe 3d rpg
Post by: aeTIos on June 17, 2012, 09:11:45 am
Is the grayscale like that oncalc? O.o I hope it's not. Nice interface you have there :D
Title: Re: Nemesis- a new axe 3d rpg
Post by: Nick on June 17, 2012, 09:56:07 am
wow, i love it ö did you still not manage to get wabbitemu working? because the grayscale is much better there, it seems like this one can't really handle it well xs

but apart from that it's beautiful, and indeed, the gui is nice :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on June 18, 2012, 11:46:15 am
Wha, that's nice!
Is the greyscale on-calc better?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 22, 2012, 09:42:33 am
oh yes the greyscale are very better -> almost perfect !

wabbitemu doesn't work  :mad: so I use calccapture+VTI ( and the greyscale are very abominable)
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on June 22, 2012, 09:44:33 am
It's strange that Wabbit doesn't work. It must be something wrong with your computer if anything you tried doesn't work. Maybe a virus or something that broke some system files a while ago?

Anyway that looks nice and I like the layout. :)

As for VTI it supports grayscale, but it only shows well at one single refresh rate and it doesn't support 3 level grayscale, only 4.
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 22, 2012, 09:53:19 am
I do not think will be a virus because I reload the OS few ago ...

my antivirus identify nothing otherwise.

(and it's always the same error)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Hayleia on June 22, 2012, 11:30:32 am
I do not think will be a virus because I reload the OS few ago ...

my antivirus identify nothing otherwise.

(and it's always the same error)
But what exactly is that error ? What does it say ?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 23, 2012, 12:45:41 pm
->window has encountered an error and must close the program. Sorry for this interruption.

otherwise, new change for the game
action bar;
new alteration (STOP prevents any movement);
character test
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on June 23, 2012, 01:35:20 pm
First 3rd person 3D game for calc? O.O

That looks nice, although I think the character should be moved a bit lower, so you can see further ahead.
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 23, 2012, 01:37:12 pm
Ok, I'll do that.

I have some good idea for the ennemies, so when I'll finish to programme it, I'll post a screenshot  :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on June 23, 2012, 04:52:55 pm
It looks nice....But is the greyscale less flickery on-calc?
Title: Re: Nemesis- a new axe 3d rpg
Post by: Darl181 on June 23, 2012, 08:42:57 pm
It looks nice....But is the greyscale less flickery on-calc?
oh yes the greyscale are very better -> almost perfect !

wabbitemu doesn't work  :mad: so I use calccapture+VTI ( and the greyscale are very abominable)
:P

The only time I've had problems with wabbit because of an antivirus is when it tried to make a gif..  What antivirus do you have?

Anyway, looking pretty good :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on June 24, 2012, 12:38:44 am
Also if you upgrade to a new wabbit version or you get a crash or something, sometimes you get an error everytime you restart. What I did was deleting or renaming the last ROM I was using then restarting again, which prompted me to select a new ROM. It was several versions ago, though. (2007 and 2009 versions)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on June 24, 2012, 07:19:08 am
It looks nice....But is the greyscale less flickery on-calc?
oh yes the greyscale are very better -> almost perfect !

wabbitemu doesn't work  :mad: so I use calccapture+VTI ( and the greyscale are very abominable)
:P

The only time I've had problems with wabbit because of an antivirus is when it tried to make a gif..  What antivirus do you have?

Anyway, looking pretty good :)
Oh, then it is EPIC, with perfect greyscale and a game like this O.O
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 24, 2012, 09:28:40 am
I have avira  ;D

else wabbitemu never show me select a rom, it alway crash before...  >B)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TIfanx1999 on June 24, 2012, 11:23:19 am
Now that this is a bit further along in development it's shaping up quite nicely. Looking good! :thumbsup:
Title: Re: Nemesis- a new axe 3d rpg
Post by: shmibs on June 24, 2012, 11:52:33 am
if it's still not working for you try tilem2 (http://lpg.ticalc.org/prj_tilem/). it was just recently released and is pretty good at screen physics and making animated gifs as well.
good luck on finishing this up before the end of the contest! =D
Title: Re: Nemesis- a new axe 3d rpg
Post by: Hayleia on June 24, 2012, 12:43:48 pm
good luck on finishing this up before the end of the contest! =D
??? This is not for the contest, is it ?
Title: Re: Nemesis- a new axe 3d rpg
Post by: Darl181 on June 24, 2012, 10:22:05 pm
good luck on finishing this up before the end of the contest! =D
??? This is not for the contest, is it ?
He's posting source code and executables, so probably not :P
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 25, 2012, 06:02:06 am
good luck on finishing this up before the end of the contest! =D
??? This is not for the contest, is it ?
He's posting source code and executables, so probably not :P

this is not for the contest...

if it's still not working for you try tilem2 (http://lpg.ticalc.org/prj_tilem/). it was just recently released and is pretty good at screen physics and making animated gifs as well.
good luck on finishing this up before the end of the contest! =D

it very good emulator greyscale are same on my calc  :o

progress

->game over work
->treasur work (I put one)
->phenix work
->the routine for show treasur , ennemies etc... is almost finish (some bug to solve )
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 25, 2012, 08:45:26 am
the menu  :thumbsup:
Title: Re: Nemesis- a new axe 3d rpg
Post by: Matrefeytontias on June 26, 2012, 06:12:05 am
Whoa, it rocks ! O.O
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 26, 2012, 08:31:16 am
thank  :)

what do you think of treasur and tree spirites ?
Title: Re: Nemesis- a new axe 3d rpg
Post by: Stefan Bauwens on June 26, 2012, 08:51:40 am
thank  :)

what do you think of treasur and tree spirites ?
The sprites defenitly look nice :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 26, 2012, 09:07:32 am
thank  :)

what do you think of treasur and tree spirites ?
The sprites defenitly look nice :)

thank  :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 26, 2012, 10:11:24 am
finish the routine to see if object can be seen or not !

I can put everything, trees  ;D , ennemies, treasur..
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 29, 2012, 05:00:22 am
I understand the bsp (binary space partitionning )  :D  so I will improve my 3d a lot.

more I will soon go on holiday for two months, and I can not login.  :'(
I will keep working on it, and I'll show you what it has given in 2 months
Title: Re: Nemesis- a new axe 3d rpg
Post by: Stefan Bauwens on June 29, 2012, 06:47:49 am
Well, have a fun holiday! :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on June 29, 2012, 08:44:48 am
Wow looks great, and see you later! ALso I didn't realize Tilem grayscale improved this much. Before it only supported 4 shades of gray that was perfectly timed, so even some ASM games looked crappy.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on June 29, 2012, 10:49:00 am
Will there also be a english version?
BTW, EPIC menu! :D
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on June 30, 2012, 05:54:00 am
Yes there will have an english version (it's just string to change, so yse)  8)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 03, 2012, 10:43:20 am
I think I found a new way to have a better and faster 3d for the game. I'll post you a screenshot when it's done

EDIT : based on raycasting
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 03, 2012, 10:05:53 pm
Can't wait to see it :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 04, 2012, 03:46:37 am
screenshot of 3d and the scaling routine I've done for the 3d  8)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 04, 2012, 08:18:43 am
I forgot to say : A and GLIB is for 3d
SPRSCRT is the scaling spirite routine (accept 16*16 spirite, call with SPR(x,y,x2,y2,y3,y4) and G is adress of spirite) -> if anyone want optimise this routine (for the FPS = 15-16  :w00t: ),I am agree !
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 05, 2012, 01:27:33 pm
the pnj dialogue box  ;D
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 05, 2012, 06:14:08 pm
Looks nice. By the way, how fast is texture scaling? is it fast enough to be used in real-time map rotation?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 06, 2012, 03:52:39 am
I think picture scaling is fast enough (on the screenshot you can see that I have 15-16 Fps at 6MHz )

I will try some test.
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 06, 2012, 05:32:03 am
here.

as you can see, there is bug that must be correct (I have a little idea how correct them), but the speed is ok (6Mgz and pause 200)  ;D

(it's better on calc, the emu doesn't have the texture (wall ))
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 06, 2012, 01:55:06 pm
Seems quite nice indeed. I wonder how fast it will run with entire maps. Do you have routines to prevent walls from behind other walls from displaying to save speed? Also I notice when stuff move around, it seems to flicker. Is it due to WabbitEmu capture?
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 06, 2012, 07:33:05 pm
That is nice! And incredible at how fast your routine is O.o
EDIT: You should also make a english version of it ;)
Title: Re: Nemesis- a new axe 3d rpg
Post by: annoyingcalc on September 06, 2012, 07:35:28 pm
That looks great!

and yes an english version would be nice.
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 08, 2012, 06:27:03 am
the test map with texture and without.

and yes an english version would be nice.

there will be an english version.

Do you have routines to prevent walls from behind other walls from displaying to save speed?

not for the moment but I'm working on it (maybe a z-buffer)  ;D

Also I notice when stuff move around, it seems to flicker. Is it due to WabbitEmu capture?

It's because when I turn around, it's not very accurate = it's turn very fast. so we see a greyscale pic.

texture are transparents
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 09, 2012, 01:13:36 am
I am already amazed of these screenshots - and now there shall be a hole RPG with that XD
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 09, 2012, 11:08:47 am
variable wall heigth  ;D
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 10, 2012, 03:16:39 pm
Darn pretty nice so far. Would removing wall transparency hurt the game speed considerably btw or would it actually improve it? I wonder how hard it would be to implement? Maybe Calc84maniac or Runer would know. :D

Also a little suggestion: Make rotating slower. :P
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 10, 2012, 06:19:41 pm
wow, cool! Now just add stairs and ramps :P
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 11, 2012, 01:12:36 pm
Big update

wow, cool! Now just add stairs and ramps :P

done for the stairs  8)

Also a little suggestion: Make rotating slower. :P

done to

Darn pretty nice so far. Would removing wall transparency hurt the game speed considerably btw or would it actually improve it? I wonder how hard it would be to implement? Maybe Calc84maniac or Runer would know. :D

without the stair I can do smthg but with the stair, it's more arder than I think....
I think it's would improve the speed of the game, because it's the display who is the more slower.
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 11, 2012, 01:32:49 pm
Ah I see, I was wondering since I was worrying that the required calculations for wall detection would be so hard and complex that whenever there are many walls behind another, the game would run slower than at wide-open places. I don't know much about 3D and raycasting, though.
 
Quote
(http://www.omnimaga.org/index.php?action=dlattach;topic=13626.0;attach=13644;image)

O.O
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 11, 2012, 07:47:51 pm
wow, that's looking once again awesome!/me wantz the finished game NOW
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 12, 2012, 09:30:39 am
Title: Re: Nemesis- a new axe 3d rpg
Post by: ben_g on September 12, 2012, 10:38:05 am
Is this still full axe? and does the speed drop a lot when you add more walls?

Also, will there be objects like plants, trees, chairs, ... to pretify the levels?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TIfanx1999 on September 12, 2012, 11:15:38 am
Wow, this is looking quite nice! I hope the speed can be increased a bit though. :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 12, 2012, 06:32:19 pm
The speed probably drops as it needs to calculate more.
And i can't wait for the demo! :D
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 12, 2012, 07:20:30 pm
Actually if it remains at that speed after removing wall transparency, it should be well enough IMHO. It's an RPG, after all, so fast-paced movement isn't as needed since you don't need to react quickly to shoot down an enemy who's backstabbing you.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 12, 2012, 07:21:42 pm
A very studdery game would still decrease the fun a lot
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 12, 2012, 07:23:00 pm
Well the standard is around 5-9 FPS for 3D games on calcs. After all, most SNES 3D games ran at that speed and were still huge sellers.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 12, 2012, 07:23:50 pm
really? didn't notice that at all :D i was just thinking of crappy stuff like 1FPS XD
Title: Re: Nemesis- a new axe 3d rpg
Post by: squidgetx on September 12, 2012, 08:24:03 pm
Woah, nice variable wall heights and especially impressed by the stairs
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 15, 2012, 10:22:06 am
Is this still full axe? and does the speed drop a lot when you add more walls?

Also, will there be objects like plants, trees, chairs, ... to pretify the levels?

pure axe  ^-^ !

add more wall doesn't (or a litlle) change the speed
->object are planning, pnj to .
else, for the wall transparency, I now need a algorithm which sorts numbers from largest to smallest from data.

if anyone can help me ?

max speed on calc, with black wall and without FULL command
Title: Re: Nemesis- a new axe 3d rpg
Post by: Rollum78 on September 15, 2012, 11:03:07 am
else, for the wall transparency, I now need a algorithm which sorts numbers from largest to smallest from data.
wich algorithm to use depends on the number of elements to sort...
if you have only a small data set, you could use "insertion sort" (http://en.wikipedia.org/wiki/Insertion_sort)
Title: Re: Nemesis- a new axe 3d rpg
Post by: MGOS on September 15, 2012, 11:19:39 am
If you have a second memory location to store the sorted array, this might be useful:

Pseudocode:
Code: [Select]
ptr = 0
For each element
Look for largest element
Write that data to (ptr)
Make original element 0
ptr++
Next element
Copy new array to original array

Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 15, 2012, 11:28:35 am
wait, that is without full?
that is epic!
Title: Re: Nemesis- a new axe 3d rpg
Post by: TIfanx1999 on September 16, 2012, 02:43:51 pm
Is this still full axe? and does the speed drop a lot when you add more walls?

Also, will there be objects like plants, trees, chairs, ... to pretify the levels?

pure axe  ^-^ !

add more wall doesn't (or a litlle) change the speed
->object are planning, pnj to .
else, for the wall transparency, I now need a algorithm which sorts numbers from largest to smallest from data.

if anyone can help me ?

max speed on calc, with black wall and without FULL command

That speed looks very impressive. I think that's about what I'd aim for. Also, the fact that you aren't using full mode yet is quite impressive! ;D
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 16, 2012, 06:20:49 pm
Wow looks great indeed :O
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 17, 2012, 06:29:16 am
and here it is : no transparency !!

lose some speed, the algorithm is very slow :banghead:, but I think I can improve him.

without FULL command, max speed, decraese a lot with more wall
Title: Re: Nemesis- a new axe 3d rpg
Post by: TIfanx1999 on September 17, 2012, 06:58:23 am
Well, it's not as fast as the previous screenshot, but it still is pretty good. :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Hayleia on September 17, 2012, 11:14:04 am
Yeah, the speed is still alright as it is :)
However, would "wall-clipping" be possible (I mean that if a wall is partly off-screen, the part that is on-screen is still displayed) ?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 17, 2012, 12:27:10 pm
yep. it's just clliping line (with some correction)
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 17, 2012, 02:38:54 pm
Currently the line clipping reminds me of zDoom. I wonder if eventually it will be possible to have stuff that is partially outside the screen to still display?

Also with transparency disabled, it still seems to run at a quite good speed in the screenshot. O.O
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 18, 2012, 01:16:59 pm
Also with transparency disabled, it still seems to run at a quite good speed in the screenshot. O.O

because there is not a lot of wall. with 40 wall, it run about 1-2 FPS.... >:(
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 18, 2012, 01:25:37 pm
Can you have the game only render walls nearby (that are in front of you as well)? That way, what you could do is keep most rooms smaller or not complex, so there is never a lot of stuff around you to display and fewer walls. Another thing would be to use mostly dark textures, that way no transparency at all is needed.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 18, 2012, 07:18:59 pm
It's still rather fast IMO, especially now when rendering large places, great work again, and I bet you can optimize your code ^^
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 19, 2012, 09:19:21 am
and I bet you can optimize your code ^^

oh yes !! I have a lot of thing who need to be optimised
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 19, 2012, 11:47:57 am
Question: If we take, for example, the previous screenshots, how many walls are there to be displayed in there total? Are there any diagonal ones? Would removing diagonal walls (if any) increase the speed?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 19, 2012, 12:49:03 pm
well...
in screenshot, there is about 15 wall and remove wall always increase speed ; but if we remove this wall, we going to have a transparancy problem, because for remove the transparancy, I need to display each wall  :w00t:
Title: Re: Nemesis- a new axe 3d rpg
Post by: MGOS on September 19, 2012, 12:59:55 pm
I think DJ meant the diagonal walls. Would it be faster if you could reduce your algorithm for only perpendicular walls?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 19, 2012, 01:01:20 pm
don't think so because the engine don't care if wall are perpendicular or diagonnal...  :P
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 19, 2012, 11:27:19 pm
wow, that's then a pretty cool engine :D
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 20, 2012, 02:46:42 am

wow, that's then a pretty cool engine :D

thank.
(but I think he can be improve a lot)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 20, 2012, 12:31:03 pm
find a way to improve the speed a lot : a litlle routine that will tell me if wall are front of me, or back. Up there, I could not implement this routine in my engine, but now I can.  :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: Stefan Bauwens on September 20, 2012, 12:45:06 pm
Great news! I must say it already looked awesome and pretty fast. But this is even better! :)
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 24, 2012, 12:25:31 pm
sorry for the time : I have to recode the engine to implement new routine (water, doesn't work very well...)

10% speed+

and I have one question : what is more fast : an ion assembly prog or a noshell assembly prog ?

EDIT : 100e post =)
Title: Re: Nemesis- a new axe 3d rpg
Post by: MGOS on September 24, 2012, 12:26:51 pm
what is more fast : an ion assembly prog or a noshell assembly prog ?

They are the same, just a different header I think. Both is z80 asm, but Ion gives compatibility to other shells.
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on September 24, 2012, 12:27:37 pm
thank
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on September 24, 2012, 02:54:48 pm
Glad to see you managed to get better speed. :) As for diagonal walls I was refering to how in your screenshots, your maps did not seem tilemapped. In Gemini, every wall are at 90° angles because the map data is like a matrix, where if a square is detected as solid, it displays a cubic wall block there. The fact your engine supports walls at different angles than 90°, 180°, 270° and 360° makes it even more amazing.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Sorunome on September 24, 2012, 06:32:33 pm
Wow, cool, speed increase! :D
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on October 08, 2012, 12:40:23 pm
once again sorry for the time. 10% speed +

I will  realase soon an axe librairy with the functions I use for my 3d.

to do :
water,
floor,
more speed (if I can),
maybe light.

And when it's done I finish my demo.
Title: Re: Nemesis- a new axe 3d rpg
Post by: Zer0Kiryu987 on October 08, 2012, 07:03:51 pm
The speed definitely needs some work. But glad ur taking the time to fix some things and not letting it dry out like some people.... haha  :thumbsup:
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on October 08, 2012, 08:09:48 pm
Will water slows things down though? O.O
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on October 09, 2012, 11:09:31 am
Will water slows things down though? O.O

not at all because it simply an animated texture....

so, it's take exactly the same time than without.

oh I forgot : there will be fire too
Title: Re: Nemesis- a new axe 3d rpg
Post by: DJ Omnimaga on October 10, 2012, 04:37:36 pm
Oh I see lol, that should be fine I guess. Do you plan to show screenshots of it soon?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on October 15, 2012, 06:32:41 am
yep.
and I am still doing the demo.
Title: Re: Nemesis- a new axe 3d rpg
Post by: GinDiamond on November 08, 2012, 05:24:12 pm
Is there a current version of this program?
Title: Re: Nemesis- a new axe 3d rpg
Post by: TheMachine02 on November 11, 2012, 12:36:21 pm
not for the moment sorry  :-\