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Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Dec 04, 2014 9:33 pm
by lcl
The reason I'd like to try implementing an algorithm on my own is just for developing myself as a programmer. But as I already stated, even if I'd make one of my own, I'd probably use Bresenham's as it would be more efficient.

And no, I don't need anti-aliasing here, and actually I must not use it. I'm not using the algorithm to draw a line. I'm using it to place blocks to a line. Blocks form the walls in SABRE. I can't anti-alias a wall shape :mrgreen:

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Dec 04, 2014 10:12 pm
by bat78
lcl wrote:The reason I'd like to try implementing an algorithm on my own is just for developing myself as a programmer. But as I already stated, even if I'd make one of my own, I'd probably use Bresenham's as it would be more efficient.

And no, I don't need anti-aliasing here, and actually I must not use it. I'm not using the algorithm to draw a line. I'm using it to place blocks to a line. Blocks form the walls in SABRE. I can't anti-alias a wall shape :mrgreen:


Yea I know. Copy/Paste code isn't pro so most of the real resources nao are pseudo-code.

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Dec 04, 2014 10:22 pm
by lcl
Yeah, Wikipedia has a pretty basic pseudocode of Bresenham's algorithm, I've already converted it to Game Editor.
And I'd never want to use straight copy/paste code, first off there could be a lot errors caused by doing that, and when doing that, it doesn't grant one any knowledge of how the code does what it does. :P

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Dec 04, 2014 10:50 pm
by bat78
lcl wrote:Yeah, Wikipedia has a pretty basic pseudocode of Bresenham's algorithm, I've already converted it to Game Editor.
And I'd never want to use straight copy/paste code, first off there could be a lot errors caused by doing that, and when doing that, it doesn't grant one any knowledge of how the code does what it does. :P

Indeed. = ()

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Fri Dec 26, 2014 10:32 am
by Bee-Ant
Nice game!

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Fri Dec 26, 2014 6:38 pm
by lcl
Bee-Ant wrote:Nice game!

Haha, thanks! :D But this is something bigger than a game, this is going to be a semi 3D engine for Game Editor. :)

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Jan 08, 2015 3:05 pm
by lcl
Hello people!

Here's some updates about my progress on this project.

I've been working on the World Editor, and the rebooted version begins to take shape. Many of the most important parts are now done, but there's still stuff left to add.
What there's currently in the editor:
  • Smooth rendering of the blocks drawn on the grid, the editor won't start lagging when you draw bigger maps
  • Colors represent different textures, later on you'll be able to modify the colors, add new colors and tag the colors with a texture name so that you'll always know what texture each color means.
  • For adding new colors, I've programmed a color selector that uses HSV (or HSB, depends on what you want to call it) color system. That is because normal RGB system makes it kinda difficult to find a specific color. But don't worry, you'll also be able to use the normal RGB colors :wink:
  • Bresenham's line drawing algorithm is now implemented for placing blocks in straight lines
  • A middle-point ellipse algorithm is implemented for placing blocks in ellipse-like formations (this one still needs some adjustment, but already works basically)
  • The editor has an automatic system checking for errors in the level structure, and it warns you for example if the player spawn point is placed inside a wall, or if the level edges have a "leak", i.e. the walls don't form a closed shape, which is a problem because it would allow the player to walk outside of the map array causing undefined behavior, most likely crashing the game. But yeah, the editor won't allow you to make mistakes like that. In case you're interested, the piece of code that checks this utilizes an algorithm similar to a recursive flood fill
  • The level testing in 3D works, too

Here's also a video explaining pretty much the same things and showing the editor in action.
Please excuse any... No, I mean, please excuse all the mistakes and bad pronunciation, I'm kinda tired and not a native speaker :D

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Jan 08, 2015 6:58 pm
by Hares
Congrats dude, SABRE is really starting to come together.
lcl wrote:... please excuse all the mistakes and bad pronunciation

At 0:30 the word features is pronounced like "feet"-ures. As in "feet", the plural of "foot".
(Not trying to put you down here, just trying to help)

I can't wait for the engine to be finished :)
Because then we get see what games you can make with it :wink:

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Thu Jan 08, 2015 7:05 pm
by lcl
Hares wrote:Congrats dude, SABRE is really starting to come together.

Thanks :)

Hares wrote:At 0:30 the word features is pronounced like "feet"-ures. As in "feet", the plural of "foot".
(Not trying to put you down here, just trying to help)

Haha, thanks! :D

Hares wrote:I can't wait for the engine to be finished :)
Because then we get see what games you can make with it :wink:

And I can't wait to get it finished to see what games you and everyone else can make with it :D

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Fri Jan 09, 2015 5:22 pm
by Jagmaster
Me after watching...
Image

Way to cool man.

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Fri Jan 09, 2015 6:49 pm
by lcl
Jagmaster wrote:Me after watching...
Image

Way to cool man.

Thanks!
But you just wait until I get this done 8)

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Fri Jan 09, 2015 10:16 pm
by JamesLeonardo32
Sweet! This looks easy to use! :)

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Sat Jan 10, 2015 5:54 pm
by lcl
JamesLeonardo32 wrote:Sweet! This looks easy to use! :)

Thanks, that's good to hear as I'm aiming for making it as easy to use as possible. :)

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Tue Jan 20, 2015 11:50 am
by bat78
Ahh that's great.
The only kind of projects I like to discuss in here.

I don't see you in skype suddenly. Will you have some time to log-in though? We have so much to discuss overall.

Re: SABRE - (Stable Actor Based Raycasting Engine) - UPDATES

PostPosted: Tue Jan 20, 2015 12:38 pm
by lcl
bat78 wrote:I don't see you in skype suddenly. Will you have some time to log-in though? We have so much to discuss overall.

Yeah, I haven't been on Skype for some time. That's just because I don't actually use Skype that much, I forget to even log in. :P But I'll get on Skype some time soon!
Well that sounded kinda stupid with the word 'Skype' repeated so many times. xD