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I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine (https://cybrock9000.github.io/CyberWolfGames/index.html). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy
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So, I have done quite a bit with this project compared to the engine this past week. It is pretty much just a wave maker that creates interesting sounds by changing quite a few variables. I want to make it so its purpose is to recreate organ sounds (like the wave you see in the pic). But once you touch any variable, I will ether sound good or blow you brains out. So this will be a project that I will dabble in every so often to figure out how to fix it. (maybe use preset waves and modify those)
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So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb
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I have been working offline quite a bit and done quite a bit:
- option to enable darkness in the engine
- a vignette will draw when there is darkness
- there is now a sky (using the gross webp format for being a small file size)
- there is now a simple hud
- simple gravity
- jumping and crouching
- other tiny things
- still under 1.44mb
if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html
I wont be posting that much because of my internet being out but i am still working on both projects :)
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I`ve done some stuff the past couple days:
- Have the option to have walls get darker the further they are
- The mouse now rotates the camera instead of arrow keys
- You can now set the player starting point
if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
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today I had a lot of free time that I spent working on this project, here is what I have done:
- Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last)
*screen smoothly scales to correct size instead of instantly being set to that size
- Started implementing the scripts but I need some time to figure out how I want to do it.
- Still under 1.44mb
if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
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Today and yesterday i was a little busy but I did get stuff done:
*Starting to do the script logic for the user to make custom events and other cool things
*possibly faster rendering (haven’t fully tested)
*still under 1.44mb
*mouse inversion option for scrolling the scripts
*lots of backend stuff
If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
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The things I have added to my game engine today:
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I have fixed the map grid cursor and implemented drawing walls.
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I made it possible to change the wall color in editor
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Changeable map grid cursor speed
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Other little tweaks
Things I still need to do:
- Make it possible to delete a specific wall
- Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop)
- Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb)
- And other stuff that is not my top priority right now.
If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
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I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
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little look at the progress right now. I have added some settings and other buttons functionality’s. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
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worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out