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CubeX Framework #369996
05/10/11 12:26
05/10/11 12:26
8 Images
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
Expert
CubeX Framework

Hey Guys!

I want to show you my new project:
CubeX Framework

This framwork provides functions to create games with the style of Minecraft.

If you don't know how to get started, you can do the turorial or look at the examples...

You can download it here:
http://picshare.masterq32.de/CubeX.zip

Also you can watch a video with german comments:
http://www.youtube.com/watch?v=A23Y_wTU4Rk

Please post all bugs you can find!
I want to improve this!

Have fun and create cool things!

EDIT:
I was just beeing asked for reuploading the Framework. Here you go! It was nice to hear that somebody actually uses it also nowadays.
53 Comments
Re: CubeX Framework [Re: MasterQ32] #379199
07/30/11 10:55
07/30/11 10:55
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline
User
Carlos3DGS  Offline
User

Joined: Oct 2008
Posts: 513
Thanks for the fast reply!
Yeah, I only wanted to use it to calculate visibity for a project i'm working on that uses a tiled square grid, so that shouldnt be an issue.
The only thing is I have A7, mabe that is why I dont have c_intersect in my manual? So that will be a problem, I might not be able to adapt this code to my project
cry

Last edited by Carlos3DGS; 07/30/11 19:23.
Re: CubeX Framework [Re: Carlos3DGS] #379233
07/30/11 19:24
07/30/11 19:24
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline
User
Carlos3DGS  Offline
User

Joined: Oct 2008
Posts: 513
I am trying to make my own functions to calculate visibility withought c_intersect now, but I would like some advice.

I am currently on the part where I check the 6 faces of each cube and decide if I create each face or not. Looking at your code I think you only check if the face has a solid cube beside it to decide. I was wondering if I should also check if that face is visible from the current camera perspective also?
EDIT: Looking more into your code I found another function that does check if each created face is visible from the camera perspective and sets their INVISIBLE flag on. Is there a reason behind setting them invisible instead of removing those faces? I'm not sure which route to take, invisible or remove?

And another question: in the worst case scenario, a block might not have any other blocks beside it (floating or something. When you have dug around it)... Are sprites faster than models for this? A model is one entity for a cube, but with sprites I would have to create 6 entities

Last edited by Carlos3DGS; 08/03/11 09:42.
Re: CubeX Framework [Re: Carlos3DGS] #425942
07/13/13 13:54
07/13/13 13:54
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
Expert
MasterQ32  Offline OP
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Two years later: Reupload.
Updated the link in the main post.


Visit my site: www.masterq32.de
Re: CubeX Framework [Re: MasterQ32] #448587
02/11/15 20:41
02/11/15 20:41
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Hey MasterQ32.

Thanks for this awesome contribution. I've been having a look at it to see how you've done things and I am quite impressed. Moreover, I am trying to adjust the size of the world via WORLD_SIZE_X in the cubex.h file from 32 to 64 (for example) I get an error that it cannot create the blocks when I run the project.

Its obviously not creating the first block correctly... any help?

EDIT: I tried to pre-define the world_size_x / y / z and get an engine crash.

Edit2: I discovered the minecraft_cover.c file and realized how extensive your contribution is. After much time and playing around with it, i've implemented my own movement with jumping and a nice fps camera.

I kind of understand what you have done and have been reading your notes. I'd like to expand on this and create an awesome game with it eventually so I will have some questions for you. I hope that wont be a problem.

I've been trying to give the light a texture and with little luck i've finally got a visual. However, it seems that the object clips, and is inverted.. Perhaps you could tell me please, why?

Code:
function place_light()
{
	VECTOR from;
	VECTOR to;
	vec_set(from,screen_size);
	vec_scale(from,0.5);
	vec_set(to,from);
	from.z = 0;
	to.z = 1000;
	vec_for_screen(from,camera);
	vec_for_screen(to,camera);
	if(c_trace(from,to,TRACE_DEFINE))
	{
		if(you->skill[0])
		{
			VECTOR loc_temp;
			vec_set(loc_temp.x,you.x);
			
			BLOCK* b = you->skill[0];
			if(b)
			{
				VECTOR p;
				vec_set(p,normal);
				vec_add(p,b.x);
				if(p.x >= 0 && p.y >= 0 && p.z >= 0 && p.x < WORLD_SIZE_X && p.y < WORLD_SIZE_Y && p.y < WORLD_SIZE_Y)
				{
					if(!world[p.x][p.y][p.z])
					{
						ENTITY* temp_ent = ent_create("torch.tmdl",loc_temp.x,NULL);
						
						blocklight_create(p,range,100);
						world_update_light();
					}
				}
			}
		}
	}
}


Your work is amazing friend. You're very talented.

Regards.

Last edited by DLively; 02/12/15 07:48.
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