SABRE - (Stable Actor Based Raycasting Engine) - UPDATES!

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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby Hblade » Thu Mar 21, 2013 10:46 pm

How easy is the engine to work with :)? Also, I recommend an "accel" movement, so if you simply tap the arrow key you dont JUMP 5 pixels ahead
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Thu Mar 21, 2013 11:09 pm

Hblade wrote:How easy is the engine to work with :)?

That depends on what I am trying to do to it. Some things are easier than other things.
I am already facing some pretty challenging problems with the world editor. I have to use dynamic memory allocation for the map array, and that makes it a pretty vulnerable part of the engine. That's why it has to be done perfectly, or else it will keep doing what it does now.. reads outside of the allocated area and thus makes the program crash.. not a good feature for a game engine.. :lol:

But then there will of course be much easier parts too. Things like the world editor GUI, and documenting the usage of the editor, etc. These are easy things to do, but still take some time.

Hblade wrote:Also, I recommend an "accel" movement, so if you simply tap the arrow key you dont JUMP 5 pixels ahead

That's something I hadn't thought about. It's a good idea. I can begin adding this kind of smaller things when the bigger parts of the engine are done. :)
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby Hblade » Fri Mar 22, 2013 4:39 pm

ok =)
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Sun Mar 24, 2013 1:13 am

Another update about the editor's progress: viewtopic.php?f=6&t=12644&p=90376#p90376
The 2D overview to 3D world converting works now without any problems.
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Sun Mar 24, 2013 8:41 pm

I made a video showing how the world editor works currently.
In the video you'll see a 2D map rendered as a 3D world. :)

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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby Hblade » Mon Mar 25, 2013 2:01 am

This is frekn' awesome lcl. Can you add strafing?
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby Jagmaster » Mon Mar 25, 2013 2:56 am

This is exciting!

That editor *drools* :shock:

Can you add strafing?

Yes, that would be neat
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Mon Mar 25, 2013 8:41 am

Hblade wrote:This is frekn' awesome lcl. Can you add strafing?

Thanks again! :)
Definitely I can, actually I already have added it to the current version of Sabre, I just hadn't updated about it. =)
Jagmaster wrote:This is exciting!

That editor *drools* :shock:

:D Just wait for the final version with GUI, file saving + exporting and
various other new features! :wink:
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Mon Mar 25, 2013 10:14 pm

Another update video! Strafing is now supported! :)
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby GEuser » Tue Mar 26, 2013 12:39 am

Wow! excellent progress on this lcl. It's comming along very well now :)

So when this stage is done what are you planning next (just curious no pressure to rush you).
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Tue Mar 26, 2013 2:12 pm

GEuser wrote:Wow! excellent progress on this lcl. It's comming along very well now :)

Thank you! :)

GEuser wrote:So when this stage is done what are you planning next (just curious no pressure to rush you).

What you mean with this stage?
Currently I am working on the level/map/world editor (whichever name you want to use :D )
and sometimes testing some ideas with the raycasting engine itself.

After completing the world editor with file exporting and saving, I'll step back into concentrating on the
raycasting engine and see what I can do for floor & ceiling (it seems that I can't make them textured, so I may have to create an alternate solution, grid or flat color or something)
and then I'll add the drawing of objects and characters. And after that I'll have to write some functions for calculating things like shooting and stuff. :)

Quite a lot work to be done! =)
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Tue Apr 16, 2013 9:31 pm

A quick update:

I've been experimenting with the engine speed and I've ended up
adding two more options for the game engine, both dealing with the game speed.

The first option is to use fps limit, which currently is set to 32.
This runs well if the other options (graphic options) are optimal for the computer.

The other option is unlimited fps (actually the limit is just very high, the max GE can have = 512).
This method works by multiplying the movement values in a way that makes the speed remain
the same even if the frames per second count changes.

The benefit in this second option is that it can make the game run fast even with higher graphics settings than
one's computer can handle perfectly. Other good thing about this option is that if one's computer is good
enough for the graphics settings used, the average fps can be higher than when using the fps limit option.
Of course, with this system, if the fps count really slows down dramatically, the movement will become choppy.

ALSO I have began working on adding sprites to the engine.
What this means is that soon it will be possible to have objects (like columns, barrels, boxes, cars, enemies, etc.) in the world!
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby Lacotemale » Wed Apr 17, 2013 8:04 am

Awesome Lcl! 8)

Looking forward to trying it out with world objects etc. :)
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby Jagmaster » Wed Apr 17, 2013 4:50 pm

Yes, awesome!

Do you want some placeholder sprites? If so, what size? :)
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Re: SABRE - (Stable Actor Based Raycasting Engine) 1.0 GOOD

Postby lcl » Wed Apr 17, 2013 6:56 pm

Lacotemale wrote:Awesome Lcl! 8)

Looking forward to trying it out with world objects etc. :)

Thanks! :)
Jagmaster wrote:Yes, awesome!

Do you want some placeholder sprites? If so, what size? :)

Hey great, thanks! I'll PM you. :)
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