Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: TheMachine02 on May 22, 2012, 10:04:06 am
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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
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Est-ce que tu as un screenshot?
BTW, I'd recommend moving this to the french section?
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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.
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no screenshoot sorry :-\
I need help with the DDA system: I'm not sure to have very well understood
:w00t: :w00t:
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dda?
is this what you mean?
http://read.pudn.com/downloads76/sourcecode/embed/279654/Digital%20Differential%20Analyzer%20for%20Lines.pdf
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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
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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.
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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 :)
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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
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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.
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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:
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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]
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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 !!!
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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.
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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)
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by "everything in 3d" do you mean you have sprite scaling implemented? =D
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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:
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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.
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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:
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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)
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Cool, I will have to give your stuff a try when I get a chance. I'M curious how this will come out. :)
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Thank you very much !!! :thumbsup:
And I think to put animation in demo with vectoriel picture.... ;D
What do you think about this ? ???
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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:
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The trailer is almost finished....
Should I release it ??? ???
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Should I release it ??? ???
Maybe post a screenshot?
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The probleme is I can't do screenshot !!!!!!!!!!!!!!!!!!!!!!! :'( :'( :banghead:
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Please use less smileys. One or 2 are enough.
EDIT: sorry for not giving any useful comments, this looks great >)
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Why can't you make screenshots? Its very easy, if you have wabbitemu (which is free)
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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.)
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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).
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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
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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)
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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
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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!!!)
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Ok... now autorise 8 directions with the system... 8)
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Do you have a ROM image?
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What ?????
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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.
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Ok... why do you want it ???
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WabbitEmu needs it to run.
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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:
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ok.... that why he doesn't work... thank you very much. Now I think I will do screenshot
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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)
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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)
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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 :)
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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..
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8)
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Is the grayscale like that oncalc? O.o I hope it's not. Nice interface you have there :D
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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 :)
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Wha, that's nice!
Is the greyscale on-calc better?
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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)
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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.
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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)
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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 ?
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->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
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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.
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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 :)
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It looks nice....But is the greyscale less flickery on-calc?
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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 :)
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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)
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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
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I have avira ;D
else wabbitemu never show me select a rom, it alway crash before... >B)
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Now that this is a bit further along in development it's shaping up quite nicely. Looking good! :thumbsup:
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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
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good luck on finishing this up before the end of the contest! =D
??? This is not for the contest, is it ?
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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
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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 )
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the menu :thumbsup:
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Whoa, it rocks ! O.O
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thank :)
what do you think of treasur and tree spirites ?
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thank :)
what do you think of treasur and tree spirites ?
The sprites defenitly look nice :)
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thank :)
what do you think of treasur and tree spirites ?
The sprites defenitly look nice :)
thank :)
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finish the routine to see if object can be seen or not !
I can put everything, trees ;D , ennemies, treasur..
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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
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Well, have a fun holiday! :)
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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.
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Will there also be a english version?
BTW, EPIC menu! :D
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Yes there will have an english version (it's just string to change, so yse) 8)
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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
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Can't wait to see it :)
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screenshot of 3d and the scaling routine I've done for the 3d 8)
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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 !
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the pnj dialogue box ;D
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Looks nice. By the way, how fast is texture scaling? is it fast enough to be used in real-time map rotation?
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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.
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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 ))
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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?
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That is nice! And incredible at how fast your routine is O.o
EDIT: You should also make a english version of it ;)
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That looks great!
and yes an english version would be nice.
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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
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I am already amazed of these screenshots - and now there shall be a hole RPG with that XD
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variable wall heigth ;D
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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
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wow, cool! Now just add stairs and ramps :P
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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.
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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.
(http://www.omnimaga.org/index.php?action=dlattach;topic=13626.0;attach=13644;image)
O.O
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wow, that's looking once again awesome!/me wantz the finished game NOW
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well, this 3d engine is not raycasting, so more he have wall, more he is slower.
for the transparency of the wall, I have two options
- bsp, like doom I. decrease a lot the speed (painting algorithm)
- Zbuffer, hard to implement, speed =
the demo is coming, it's will be a city, 5 neighborhood with one monster to defeat :) in a valley, and png discussion.
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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?
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Wow, this is looking quite nice! I hope the speed can be increased a bit though. :)
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The speed probably drops as it needs to calculate more.
And i can't wait for the demo! :D
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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.
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A very studdery game would still decrease the fun a lot
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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.
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really? didn't notice that at all :D i was just thinking of crappy stuff like 1FPS XD
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Woah, nice variable wall heights and especially impressed by the stairs
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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
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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)
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If you have a second memory location to store the sorted array, this might be useful:
Pseudocode:
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
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wait, that is without full?
that is epic!
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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
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Wow looks great indeed :O
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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
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Well, it's not as fast as the previous screenshot, but it still is pretty good. :)
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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) ?
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yep. it's just clliping line (with some correction)
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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
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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.... >:(
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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.
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It's still rather fast IMO, especially now when rendering large places, great work again, and I bet you can optimize your code ^^
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and I bet you can optimize your code ^^
oh yes !! I have a lot of thing who need to be optimised
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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?
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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:
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I think DJ meant the diagonal walls. Would it be faster if you could reduce your algorithm for only perpendicular walls?
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don't think so because the engine don't care if wall are perpendicular or diagonnal... :P
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wow, that's then a pretty cool engine :D
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wow, that's then a pretty cool engine :D
thank.
(but I think he can be improve a lot)
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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. :)
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Great news! I must say it already looked awesome and pretty fast. But this is even better! :)
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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 =)
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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.
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thank
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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.
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Wow, cool, speed increase! :D
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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.
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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:
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Will water slows things down though? O.O
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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
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Oh I see lol, that should be fine I guess. Do you plan to show screenshots of it soon?
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yep.
and I am still doing the demo.
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Is there a current version of this program?
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not for the moment sorry :-\