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What are you working on?
#379002
07/28/11 16:52
07/28/11 16:52
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
OP
Expert
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OP
Expert
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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Hey This is thethread for all project that are NOT done with Gamestudio! Website I am working on C&C are welcome Regards, Rei
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Re: What are you working on?
[Re: Michael_Schwarz]
#379050
07/28/11 23:28
07/28/11 23:28
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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My WIP 3D Engine: This is a software renderer, meaning I did all of the 3D math myself. A floating point precision error is the cause of the texture distortion in those shots... yeah, I'll kill that bug eventually, most likely when I switch to fixed-point mathematics... I'm working with a few artists to make a game out of this. Maybe I'll finish it in a few years if I'm lucky. By the by, anyone who doubts my programming ability after reading the "bash grunts" thread should take the collision code in my engine for a ride... seriously. Unlike GS, this stuff works.
Last edited by Redeemer; 07/28/11 23:37.
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Re: What are you working on?
[Re: Redeemer]
#379052
07/28/11 23:44
07/28/11 23:44
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Unlike GS, this stuff works. And again, the GS collision system works just fine. If you dislike the behaviour of the GLIDE flag, you can write your own GLIDE-movement with 2 (or more) c_move calls.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: Superku]
#379057
07/29/11 03:12
07/29/11 03:12
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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you can write your own GLIDE-movement with 2 (or more) c_move calls. True, but I'm still not satisfied knowing I have to pamper the system by creating invisible blocks over a minor incline in order to get decent results... I mean, I used to use Valve Hammer Editor all the time and I never had to do anything like this. The collision engine worked great no matter what situation I put it in.
Last edited by Redeemer; 07/29/11 03:17.
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Re: What are you working on?
[Re: lostclimate]
#379089
07/29/11 13:51
07/29/11 13:51
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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Just for experience. Almost anyone can make a hardware renderer with OpenGL nowadays, it's been made so easy. Programming a Quake equivalent with OpenGL today would mostly involve designing data structures and writing tools. My project allows me to get down to a really low level and do it all myself, and I really like that.
In fact since I've started this project my knowledge of computer programming has expanded dramatically in all directions. I've learned so much about 3D math, assembler, advanced C techniques (function pointers ftw), caching, the floating point unit, the MMX unit, and more in just a year. I love this kind of programming.
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Re: What are you working on?
[Re: PadMalcom]
#379101
07/29/11 14:46
07/29/11 14:46
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Keep it up, Redeemer! That's awesome. As I learned more and more about shaders, quaternions and matrices, I really wanted to write a software renderer (although I wasn't going to aim for real-time). I just never tried it.
I'm looking forward to playing the game!
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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