It's harder to make unique style in 3D, because you can't do the same tricks you can do in 2D.
But anyway, i'll try a lot of ways and should find at least one good.
It's harder to make unique style in 3D, because you can't do the same tricks you can do in 2D.
But anyway, i'll try a lot of ways and should find at least one good.
To much unfinished projects - thats true. But those finished are not bad. Take a look at the "Ace of spades" for example.
Why guys was trying to create half-life? Even they purchased quake engine. Was it really a fake quake?
For minecraft-based clones this questions are more expected because cubic worlds are simpler recognized than custom shaped (BSP trees at quake/hl/doom) even with different textures. So they expect to see the similar gameplay.
Another clone candidate is Quake. I'm trying to implement similar movement abilities (like strafe-jumping bug). That makes this game candidate to be clone of Doom III, Half-Life, Counter-Strike etc XD.
I expected to see this. Yes, it started as clone (i even made a same-looking inventory). It will take a lot of time, but it will not be a clone at some point. Not even close to.
I like the ideas of minecraft (infinite random worlds, building ability etc). So i started from copying this. From this point i'll add new features and will erase similarity step by step.
Improved interpolation between keyframes. New jump & walk animations.
don't look at filename :) of course that's not neru
PMD models are back with some progress: they now can be controlled by game instead of playing VMD motion records.
Version 0.1.2. Fixed bug with enemies returning to start. Added new towers, new mob, bosses.
Rewrote terrain generation algorithm. (Was placed all blocks randomly)
Added
- land, oceans and islands (flat at the moment - each generation will be separate).
- rivers with dynamic width and depth
- temperature and humidity. (also ice for water and snow for land)
- "tall grass" initial spawn
Made a new chunk renderer capable of displaying other than just solid opaque blocks. Added first different block renderer (crossed quads).
Split opaque/empty/move_through features.
Wheat was choosed as demo block type. It is possible to move and view through it.
Tried adding more block types. FPS was down until combining textures into one big image brought back FPS to 160-170 on my PC.
Fixed bugs with multiple layers, holes, repaired block-picking.
Chunks transfered via network now as "regions" (256x256x256 blocks)
Changed sky colors, day/night is back.
Another try to introduce block types (every bit of block information is very expensive for memory/network).
I'll post news more often when the core will be more ready. The game which takes 500mb to start only and rendering sometimes at 10 fps or less is simply unplayable. Memory optimization, speed of rendering, speed of loading/saving data is very important, especialy for FPS games. (Imagine u'll stuck at some point waiting for chunk to load while playing quake/hl/cs)
Finally. Achieved 100-200 fps at "normal" render distance (128 blocks ahead).
Fixed most of bugs with rendering (some not rendered sides), incorrectly placed blocks, removed major memory leaks and improved rendering blocks code.
Just finished with player location updates over network.
Uploaded a video with a spheres representing players
Played a lot with heightmap today. Discovered some new bugs XD
Chunks loading over LAN was finally successful.
Merged network test into main application.
LAN discovery works now as expected. Next task is trasfering blocks data over network.
olamedia
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