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"Weaper Engine(3d) -- A raycast engine like Wolfenstein, done in B2d"
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Total Entries: 10 | grim123 Entry: 10 11/26/2003 07:55 AM
| The download for Weaper is back up! :)
-Grim-
| grim123 Entry: 9 11/22/2003 11:06 AM
| Well, I lied, There was a new version of Weaper released about 2 months ago, So it is now up to version 1.8. However, Currently the download is down due to my friend having ftp problems :( No worries though, I was told it should be back up fairly soon -- I have to send the file to him again also. Anywayz... This version has almost all of the bugs fixed, Plus a textured floor and ceiling! :) I'm really proud of the progress I've made, But there is still a ton of work to do. Unfortunately though, I am officially taking a break from Weaper coding for a little while - Probably thru December. Once I get back to working on Weaper though, I will add all the other features I mentioned, And turn this into a game! :) Anywayz, Just wanted to give a little progress report since I haven't updated the worklogs in a while, And to let everyone know that the project is on hold for now -- It is only temporary!! :)
-Grim-
| grim123 Entry: 8 08/04/2003 08:49 PM
| Version number is now 1.7. Runs even faster, And has a few bug fixes. Namely, The bug where you would get stuck on the walls. You can now move forward and backwards freely. Engine crashes if you turn while backing up though - And hit a wall at the same time. There are no other bugs that I'm aware of right now. I'm currently working on the next version, Which won't be out for awhile, As I plan on adding a lot of stuff to it before releasing. Some planned things:
Sliding collisions the ability to change resolutions on the fly textured floors and ceiings objects(monsters and stuff) sliding doors sound effects and other stuff
I will post it as soon as it's ready!
-Grim-
| grim123 Entry: 7 05/13/2003 04:40 AM
| Weaper was re-added to the showcase today since it got nuked when I put it up before. As soon as I get my laptop back from the pawn shop I'll be working on the next version of Weaper, Which I'm going to try speeding up by doing a lot of pre-calculations. Also, I might be making a game out of it soon if all goes well :)
-Grim- | grim123 Entry: 6 04/17/2003 07:37 PM
| New version of Weaper3d engine was uploaded yesterday, Check it out in the showcase :) This brings the version number to 1.4.
-Grim-
| grim123 Entry: 5 04/15/2003 11:55 PM
| Well, I added some more textures to the engine today, And worked a little more on the map editor. I will be uploading a new version of the Weaper engine soon, So stay tuned! :D
-Grim-
| grim123 Entry: 4 04/14/2003 11:02 PM
| O.k., Here's another small -but significant- update:
I added in the option to move in reverse, So now you can move forward or backwards. Also, I managed to get the collision detection working for reverse, So now whether you move forward or in reverse, You can't walk through walls! :D
-Grim-
| grim123 Entry: 3 04/09/2003 09:50 PM
| Another update! :)
Recently, I fixed the problem with the textures getting messed up in the engine - They now display correctly. Right now the maximum map size has been upgraded to 60 times 60 blocks that can be placed on the grid which is made up of 64 by 64 squares(64 length and 64 height for each square). So now a Wolfenstein sized map could be generated, Yay!! :D Also, I just got done fixing some problems I was having with my collision detection, And it all seems to be working just fine now after extensive testing. I don't have 'sliding' collision detection, Where the player slides along a wall after hitting it. When you hit a wall in my engine, You just stop. I might change that later, But I don't really see anything wrong with it. Why do you need to slide anyway? Anyway, Now I'm going to start working on some of the FUN stuff - That is, I will be adding some game elements to the engine. Once I have these goodies programmed in, I will upload a new version of the Weaper engine. Btw, The 'Reaper' engine(my other raycast engine) Is on hold for right now. I am putting all of my energies into the Weaper engine for now. Later on I will get back to the Reaper engine after I've learned about how to do BSP's, Or some other technique that will allow for a Doom-ish styled engine. Just to clarify: Weaper is meant to be a Wolfenstein type engine, With walls that can only be placed on square grid boundaries. Reaper, On the other hand, Will be a full-on Doom type engine, With walls being able to be placed at ANY angle, And not restricted to square grids.
-Grim-
| grim123 Entry: 2 04/06/2003 07:31 PM
| Ho-hum,
I forgot to update my worklog yesterday, So I am doing it now.. Anyways, Here is yesterdays worklog: Today I managed to get the speed up to 5 fps in 320 by 200 fullscreen - On my 233 mhz laptop. Some basic collision detection has been added. Also, I worked on the map editor and increased the size of the maps that you can make with it, They can be quite large now :) However, I also gained an unexpected glitch -- When I load a large map into the raycaster, A lot of the wall textures get screwed up, Or don't even show. This is really annoying! So I'm gonna have to fix it. The next version of Weaper that is uploaded should be a treat, As I have some surprises in store for everyone :D
-Grim- | grim123 Entry: 1 04/02/2003 10:51 PM
| Well,
Today I managed to increase the speed of the Weaper engine a bit :) I've added several lookup tables to eliminate some of the math. Also, I've added the ability to change the screen size. In fullscreen at 320 by 200 rez, It runs at 4 fps on my slow-assed 233 mhz laptop. However, If I shrink the screen, The fps increases incrementely according to the size. So where before when I ran it at the smallest screen size(40 by 25) It would give about 19-28 fps, Now it gives from 24 to 40 fps at the smallest size! :D So it is quite an improvement overall. Anyway, I still need to add collision detection, And I will keep trying to improve the speed.
-Grim-
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