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

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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Sun Aug 11, 2013 11:29 am

Lacotemale wrote:Man.. that was so funny! xD Looks really smoooth and awesome though! Now add that floor dammit! :mrgreen:

"Nothing else important touché!" :lol:

:D Haha! I'm glad to see that somene enjoys my tired nonsense humor :lol:

About that floor... I'm not sure if I have made this clear enough in my previous posts, but Sabre won't have
a floor like in normal raycasting engines. This is because the drawing process of floors is totally different from
drawing the walls, and I can't use draw_from() for it. That means I'd have to use putpixel(), but that is just way too slow.

However, I have already searched for alternative options about the floor, and I have some ideas for realizing it differently.
But there won't be a possibility to use textured floor like in normal raycasting engines.. :/

I'll just end this post for I have nothing more important touché! :D
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby Lacotemale » Sun Aug 11, 2013 11:44 am

Ah but you could add a plain colour floor? :D
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Sun Aug 11, 2013 11:59 am

Lacotemale wrote:Ah but you could add a plain colour floor? :D

NO!


.......or well, I'll just explain you how complicated it is:
1) I would have to create an actor named "floorActor"
2) I would have to give him an animation which would be a white rectangle half the size of the screen
3) I would have to set it's r, b and g values for changing the color
4) And I would maybe have to even set the zDepth! :shock:

A bit of irony (http://www.jmpplt.com/images/pic1.jpg) here and there... So actually that kind of thing is very easy to implement into Sabre.
But I've been thinking about something better. You'll see if you can wait a little :wink:
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby Jagmaster » Sun Aug 11, 2013 3:13 pm

OHMYGOODNESS THANK YOU GE SMILEYS FOR MAKING THE SMOOTHING WORK xD

but seriously, that video was pretty funny. I literally lol'ed a few times. :lol:

lcl wrote:.......or well, I'll just explain you how complicated it is:
1) I would have to create an actor named "floorActor"
2) I would have to give him an animation which would be a white rectangle half the size of the screen
3) I would have to set it's r, b and g values for changing the color
4) And I would maybe have to even set the zDepth! :shock:


NOT THE ZDEPTH! NOOO! :cry:
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Sun Aug 11, 2013 5:20 pm

Jagmaster wrote:OHMYGOODNESS THANK YOU GE SMILEYS FOR MAKING THE SMOOTHING WORK xD

Image Image Image That's right!

JJaaggmmaasstteerr wrote:but seriously, that video was pretty funny. I literally lol'ed a few times. :lol:

Two people think something I say is funny! This must be the happiest day of my life! YAY! :mrgreen:

A person who can't take any more zDepth wrote:NOT THE ZDEPTH! NOOO! :cry:

I'm sorry, but I got to do what I have to do. :cry:

EDIT:

Here's some images with a simple floor :D
Image

Image

Image
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby Lacotemale » Sun Aug 11, 2013 6:57 pm

Here's some images with a simple floor :D


YESSSS!!! 8)
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Sun Aug 11, 2013 7:01 pm

Lacotemale wrote:
Here's some images with a simple floor :D

YESSSS!!! 8)

It even has a fancy gradient! 8) :lol:
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby Jagmaster » Sun Aug 11, 2013 7:02 pm

Lacotemale wrote:
Here's some images with a simple floor :D


YESSSS!!! 8)



You mean -> YESSSS!!!

The gradient works pretty well actually.
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Sun Aug 11, 2013 7:04 pm

Jagmaster wrote:You mean -> YESSSS!!!

Lol XDD

Jagmaster wrote:The gradient works pretty well actually.

Actually, I edited it 3-4 times to make it work at least pretty well. 8)
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby Hblade » Mon Aug 12, 2013 3:18 am

THIS is becoming amazing LCL!! :D
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Mon Aug 12, 2013 5:00 am

Hblade wrote:THIS is becoming amazing LCL!! :D

Haha, thanks once again dude! :D
I love it how you drop a comment like that every now and then. :)

You and the other guys are keeping my motivation up for this project
and making me want to get this done. :)
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Mon Aug 12, 2013 7:48 pm

Just a quick update on progress made today.

I've now gotten back to work with the sprite drawing, and I've finally found the mistake that
was making the system act strange. Now I know what I have to fix, and I just need some time
to actually fix the problem. If I have time to work on this during the following days, and I don't run
in to new problems, I should be able to present you the sprite drawing in action already later this week! :D
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Thu Aug 15, 2013 9:06 pm

Time for updates about the sprite / object drawing!

The basic drawing system now works.
I still have to figure out how to handle the sprite drawing when the player is crawling (it appears to be more difficult than drawing the walls).
I've also began implementing the sprites as 3D-ish objects. More of that later in the post.
There is still some bugs with the drawing, but at least I have the basic maths working and the drawing process is functioning at least on some level. :D

Now, about those 3D-ish objects..
So what I mean with them, is that they are 3D models pre-rendered from 16 different angles. (Thanks to Jagmaster for providing the graphics! :D )
I've inputted them as animations into GE, and am now working on making them change their animation based on what side of them the player
is. It currently works on some level, but I'm unsure about my maths, there possibly is a much better and more accurate way which I have to find.

Well, here's some screenshots to present the progress I've made.
(Click to see the full size images.)

Image
This monkey head is for testing the math that should make it show the correct image depending on the angle the player is looking at it from.
It works almost as it's supposed to. :D

Image
Here's some pillars.. The image is taken from an angle where one of the bigger problems isn't visible.
This problem is that there's something messing up the drawing order, and that makes the pillars that should be behind others, be drawn on
of the others and thus appear to be in front of them. Got to work on that.

Image
This one is just made for fun. A spinning monkey head is always fun, isn't it? Image
And by the way, if you wonder what's it with that text field in the left corner, it's just something I made when I was bored..
A simple music playing option, mainly for making it nicer for me to test the engine. :P Image

And the summer background is also a part of one thing I'm testing..
I'll be adding the support of using rotating 360 panorama pictures as a background in Sabre.
I'll maybe also make it possible to have multiple layers of those images, for adding some depth via parallax scrolling. Image

Still have a LOT work to do with this sprite drawing. I have to write many functions just for letting Sabre users tell Sabre what size the image files are,
and other things like that. But it shouldn't be that hard, just a lot of work. :)
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby sonicforvergame » Thu Aug 15, 2013 11:16 pm

that is really good i love it :D

But do you mind if i say that the ground dosen't match,i understod that you can only add a gradient solid color floor,why is that so ?
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Re: SABRE - (Stable Actor Based Raycasting Engine) - MOUSE L

Postby lcl » Thu Aug 15, 2013 11:30 pm

sonicforvergame wrote:that is really good i love it :D

Thanks! :)

sonicforvergame wrote:But do you mind if i say that the ground dosen't match,i understod that you can only add a gradient solid color floor,why is that so ?

The reason I can't add textured ground, is that I can't use the same technique for drawing the ground as I use for drawing the walls.
The walls are drawn in vertical stripes. But the ground can't be drawn in vertical, nor in horizontal stripes, so I can't use the stripe drawing method, and
the only option left is to use putpixel() and draw it one pixel at a time. And as you can guess, GE can't do that with a good speed.

In the pictures I sent, the ground has a pretty weird color I have to admit. It's because I've made it so that when one presses the spacebar, the ground just picks
some random color. This is just for testing, and that kind of thing is not going to be there when Sabre is ready.

I think that the gradient floor can be ok when one uses a good enough color.. :)
However, I also have ideas of using some other kinds of ideas for the ground.
What I will come up with, remains to be seen. :wink: :D
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