Prominent wrote:@Zebbi , I think you could make a simple fps game if you wanted, but you'll need to at least get comfortable with concepts related to 3d. There's plenty of useful information about that sort of thing online. It might be difficult if you have no clue about how 3d stuff works, but it's fun to mess around with stuff and learn.
Prominent wrote:@Zebbi , I think you could make a simple fps game if you wanted, but you'll need to at least get comfortable with concepts related to 3d. There's plenty of useful information about that sort of thing online. It might be difficult if you have no clue about how 3d stuff works, but it's fun to mess around with stuff and learn.
luonnu wrote:Hello fellow C2Q3Ders,
been learning and putting together the following project:
http://luonnu.fi
(currently optimised only for 60Hz displays)
My coding skills are very limited and as most I'm learning as I go.
Progression has been as intended with minor bugs, but after a few recent builds I've come across heavy instability and resource consumption.
I'm using immovable physics objects for solid mapping and using triggers to hide and show various areas during player map progression. Basic translation for player movement.
It seems as if the build is causing an unnecessary amount of calculation hogging up resources.
Is this a common feature from using too many physics objects? A limitation of Oimo physics? C2? WebGL? Three.js?..
Or have I just managed to screw up the code somehow?
-360 objects
-80 events
-CPU usage ~50% (i5 3,4GHz)
-4.6mb image memory
@Zebbi:
As an old Quake engine mapper I use the C2 layout as my top view and just change the Z height per object. A bit like the old build engine, just without a visual 3D representation until running the code. Different layers for different sections allow editing overlapping segments and toggling in-game visibility. I'm sure there are more effective methods.
http://luonnu.fi/AAA_screens/Luonnu_editing.jpg
luonnu wrote:Yes you can. To what extent, I don't know the limits, but you can make wolfenstein, doom, duke3d, daggerfall, etc. clones and simpler. There was something about texture alphas not rendering a particular way when overlapping some other alphas as the renderer draws sprites last. Changing render order with the C2 layout can prove useful as well.
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