10 minutes and 2 years...

Started by iWasAdam, February 12, 2024, 08:14:03

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iWasAdam

This took 10 minutes to set up. But 2 years to program. I'm sorta happy with the result so far...

Baggey

QuoteThis took 10 minutes to set up. But 2 years to program
As long as your having FUN.

Its like me and my Emulators. Wasting time doing something you enjoy isn't wasted! 8)

Kind Regards Baggey
Running a PC that just Aint fast enough!? i7 4Ghz Quad core 24GB ram 1TB SSD and NVIDIA Quadro K620 . DID Technology stop! Or have we been assimulated!

ZX Spectrum 48k, C64, ORIC Atmos 48K, Enterprise 128K, The SID chip. Im Misunderstood!

iWasAdam

FUN is a relative concept - lol

If I'de really 'known' what the project would turn into I don't think I would have done it. But once the plunge was taken, it was too late and I had to see it through.

But. I learned soo much during the process, unlearned lots too. And firmed up a lot of concepts and ideas.

One overriding task is I need to learn skeletal animation and how to implement it - lolololol

mainsworthy

thats a better effect than those type of games had, you have done amazing

angros47


iWasAdam



angros47

Is there a source code available? Is the whole 3d engine made by you?

iWasAdam

nope, no source available. It's completely made by me - starting with the simple 3 vertex triangle...

angros47

Oh, nice job! Which programming language did you use? 

iWasAdam

It was written in Wonkey...

Window support is provided by the sokol framework. This gives access to opengl on windows/linux and metal on macos. core 3d systems are the same, but you need to write custom shaders for both metal and opengl. In essence, you have the window and nothing else.

3d is handled more like 2d sprites. E.G. load model, draw model, draw again in blue, or in red, etc. In the system shown above there is cpu lighting, logical object and face culling, etc.

A lot of the work is done on the cpu then batch sent to the gpu. Plus lots of strange shader code to tweek the visual look.

iWasAdam

quick test for viability of 'Gyron Arena' remake:

mainsworthy

Adam, If I had your engine, I would work on a random dungeon generator, and a monster battle with dice when you meet one. your programming is very advanced, you are doing thing beyond most monkey coders

iWasAdam

How would you go about doing the battles?

mainsworthy

as a turn button is pressed, all enimies move closer by there xy to your xy by one square x = x + 1 etc... introduce a little random to stop them moving every turn, so you have a chance to get away. then when the turn ends and an enemy is next to you battle commences, you have hit points like RPGs roll say 3 D6s each add your armor say + 3, add other mods like dodge etc... etc... then the loser reduces hitpoints by the difference in their roll to yours. when hitpoints hit zero skulls everywhere. 

this is just a simple dice battle, but as an example it will help you design a battle, eg you could have ranged attacks with bows , or a lance.