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AppGameKit/AppGameKit Studio Showcase / Wip : Agk raycast engine ( Something like wolfenstein )

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Cliff Mellangard 3DEGS
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Posted: 2nd May 2012 22:20 Edited at: 2nd May 2012 22:23
Quote: "I have tested on my HTC Desire S:
(1 Ghz) 768 RAM, 480 x 800 resolution
Processor is a single core 1GHz Snapdragon™ MSM8255 processor.
This phone is mid-end and has great speeds in most games.
Although noticeably slower as the Samsung Galaxy S2 and in some 3d games such as reckless racing."

A pretty good phone
Quote: "Unfortunately I cannot give you proper speeds.
The 0.3c version renders the walls and doors in a wrong place. Maybe best described is that I can look through walls. On my pc it runs fine always 35 FPS. Please let us mobile testers know what information (e.g. screenshots / info) would be relevant to you. I hope I can make a screenshot of it with some screencapure app?"

Sounds almost like the old bugg in the android player?
It rounded floats wrong and messed it all upp like that.
Are you using the latest agk 107 or the older 1065 ?
I have only used the older 1065 and are waiting for 107 to be more stable and that they release the new player for it.
At the bottom of your player does it say 10000006 as an id nr?
The best way would be if you can post an screen dump of the error, as i mostly can see straight away where the bugg is.
But it can simply be that it is extremely slow on your device and thats why you get this effect.
You press forward but the engine jumps you 2 grids forward inside an wall.
If you are inside an wall grid so will the engine be confused over wath to render
Quote: "Now.. what is your PayPal address so I can show my appreciation.
I would like to donate some beers to motivate you in your coding sessions. Maybe others want to donate too ? "

I cant take any of you nice peoples money
This is my gift to an comunity i like very much
And i want to support the game creators as much as i can when i love there products.
There basic range of game making tools is perfect for an pretty basic programmer like me
When i started to learn dark basic pro so whas there an very nice person called xeridox i belive,he made an very simple doom clone called return to phobos or something.
And explained everything for me on how he made it and how i could modify it.
I want to return the favor to others that just have started to learn about the amazing world of programming

And sorry for my bad spelling
Quote: "Also can you look into strafing left/right ? This is really needed to avoid some future bullets "

Iam still thinking about wath controls are the best on phones for a game like this?
Strafing is very simple to add
Cheers and thanks for the nice post .
Paulvdb
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Posted: 2nd May 2012 23:25
Quote: "Sounds almost like the old bugg in the android player?
It rounded floats wrong and messed it all upp like that."


Problem solved, I had to update my AppGameKit player on my mobile
Think it was the float round bug.

Speed is around 50 FPS at the beginning idle
Moving/running 20-30 FPS
Idle in the rest of the game 40 FPS.
Doing 360 degrees turns by holding just the left or right it will drop from 45 FPS idle to ~8 FPS after a few seconds spinning around.

Hope AppGameKit v1.07 has some useful commands to optimize the rendering like Baxslash mentioned.

Quote: "I cant take any of you nice peoples money
This is my gift to an comunity i like very much"


Thats too kind.. Shows that you really love your hobby
Hope the time I can put into play-testing or giving feedback is the least I can do in showing appreciation for this project.

Quote: "When i started to learn dark basic pro so whas there an very nice person called xeridox i belive,he made an very simple doom clone called return to phobos or something.And explained everything for me on how he made it and how i could modify it."


I remember a doom 3 clone demo for Darkbasic Pro around 2004.
It looked and felt almost like the real doom 3. WOW I was amazed but I don't have it anymore on my old pc I think.
I have tried many times to find the thread again in the forum.
Do you know if we are talking about the same? Anyone remember this demo and still have it?

All the best. I like this community and the AppGameKit product. It has some great skilled ed members willing to share some code. Probs also to Baxslash for his nice tutorials and demo's and helping others.

Great things come from small beginnings
Cliff Mellangard 3DEGS
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Posted: 2nd May 2012 23:38
Made some improvements today.
I precalculate the x and y cordinates for the floor and ceiling sprites in an array for there frames.

Its almost playable now on my slow phone

Replace this function inside the floor renderer with this!


Add this to the bottom of the Renderer main.agc
baxslash
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Posted: 3rd May 2012 13:39
Quote: "The largest framerate thief is the floor an ceiling rendering"

There might be a way to use it for these too although it would be more complicated. It was just an idea

DVader
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Posted: 3rd May 2012 16:40
I will test it as soon as I can Cliff, at the min I have no player working to 107, and don't intend to mess about making my own, when another update is only days away and would mean doing it all over again (I had quite a game getting 1065 ready for android compiles in the first place).

Cliff Mellangard 3DEGS
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Posted: 3rd May 2012 23:10 Edited at: 4th May 2012 07:27
Quote: "at the min I have no player working to 107"

The current version dosent work with 107
Its more sensetiv to if it gets an sprite frame zero then 1065.
And some other weird stuff.
I couldt keep my hands of the new update

Edited..............
This is an small update only for the ones that updated to 107.
I think i found all the buggs ?
Cheers.

Edited..........
Already gained a few fps by using the get image command on the minimap.
Saves me the usage of 317 sprites to draw it
Will be in the next update!

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kamac
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Posted: 4th May 2012 10:08
Quote: "Saves me the usage of 317 sprites to draw it "


That's good for mobiles especially.

Fingers crossed.

baxslash
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Posted: 4th May 2012 10:36
You could use drawSprite to draw all of your walls etc using a handful of sprites too. That might speed things up, but looking at your code it would be quite a large change to the way you're doing it.

Cliff Mellangard 3DEGS
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Posted: 4th May 2012 18:53 Edited at: 4th May 2012 18:55
Quote: "That's good for mobiles especially.

Fingers crossed."

Iam only waiting for the updated player so that i can test my new changes

Quote: "You could use drawSprite to draw all of your walls etc using a handful of sprites too. That might speed things up, but looking at your code it would be quite a large change to the way you're doing it."

But then will i probably also have the problem with the nead to write an z depth buffer on my own like i did in dbp?
Iam doing it really simple with the set sprite depth right now
But i will look some more on the new command this weekend.
If sniper v2 on ps3 dont steal to much time
I got it today
Cliff Mellangard 3DEGS
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Posted: 6th May 2012 01:33 Edited at: 6th May 2012 01:34
Ok!
I positioned my self with a couple of cans of coca cola, and a double portion general extra strong swedish snus infront of the computer.
And here is the first results
Dont mind the low fps as i had to turn all optimizations of as they where written for a whole bunch of sprites.
And this experiment whas about using a single sprite to draw the floor and ceiling
The first amazing result whas that it whas so simple ?
Nothing can be this simple ?
The old rendering made the raycaster use 150-200 mb according to the task manager.
But wath the heck?
Its now only using 28-30 mb
Time for a beer
And i have only tested the draw sprite command on the floor/ceiling
Time to clean write it and watch for weird buggs as it cant be this simple?
And speed it up again!
Check the sprite count and see how little it uses now!
Sorry for the bad spelling but iam really tired now ZZZZzzz z zzz z

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DVader
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Posted: 6th May 2012 03:19
Nice one Cliff! The draw sprite command has helped a lot with this by the sounds. I played about a little with trying to get a 3D road effect for an hour or so the other day using them. I am a little stumped at how to achieve the Z distance effect though, so all the road strips are the same height even in the distance. It's pretty much the opposite of what you would expect at the min, with the foreground strips looking shorter and fatter, than the ones in the distance.

Sounds like you will really beef up speed with this update.

Cliff Mellangard 3DEGS
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Posted: 6th May 2012 03:59
Quote: " I played about a little with trying to get a 3D road effect for an hour or so the other day using them. I am a little stumped at how to achieve the Z distance effect though, so all the road strips are the same height even in the distance."

The simpliest way is that you make an distance check and scale them according to that.
And to get the right screen position so simply do it like i do with my floor.
I create an imaginary wall column where i use its bottom for screen position.
Then can you simply move it after that up and down
The next update will make it really simple to create an effect you are after if you wait?
Then do you simply use an grid map to draw the tracks.
Quote: "Sounds like you will really beef up speed with this update."

My hope is that it speeds it up but the math uses alot of resources and cant be scaled down to much
But it should run alot better on mobile devices?
Paulvdb
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Posted: 6th May 2012 16:14
I tested your last snippets but didn't seem to gain much a speed difference compared with the 0.3c version on my HTC desire S.



Speed remained somewhat the same as mentioned in the earlier post:


Quote: "
Speed was still around 50 FPS at the beginning idle
Moving/running 20-30 FPS
Idle in the rest of the game 40 FPS.
Doing 360 degrees turns by holding just the left or right it will drop from 45 FPS idle to ~8 FPS after a few seconds spinning around.
"


Great things come from small beginnings.
Cliff Mellangard 3DEGS
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Posted: 6th May 2012 20:54
Quote: "I tested your last snippets but didn't seem to gain much a speed difference compared with the 0.3c version on my HTC desire S."

I probably see the gain more thanks to that iam turning all optimizations off when testing changes in code.
The reason you get an huge drop from idle to when turning around, is that both floor rendering and wall rendering is done every frame when moving and turning.
I use an simple check to only update them when neaded.
The next version will probably have a lower default fps but runs better on mobile devices.
I have dropped the memory usage from 150-200 mb to 10-30 mb

I will not release the next update until the new player is released as this is rewritten for 1071.
Cliff Mellangard 3DEGS
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Posted: 12th May 2012 10:47
Iam taking a shoort break from this to finish my entry for the snake snacker remake

I will post updates on my entrys in this thread as it uses a modified version of the raycaster.

Iam going 8 bit nes with this





The competition is here !
http://forum.thegamecreators.com/?m=forum_view&b=41&t=196531&p=0
Cliff Mellangard 3DEGS
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Posted: 14th May 2012 23:27
Updated vid of the snake remake game

baxslash
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Posted: 17th May 2012 12:12
Looking good!

Cliff Mellangard 3DEGS
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Posted: 17th May 2012 14:18
Quote: "Looking good!"

Thanks.
Working hard on promoting the competition! so i added a link here to it also
Cliff Mellangard 3DEGS
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Posted: 24th May 2012 01:13 Edited at: 24th May 2012 01:16
Sorry for the silence but iam working on making the raycaster to be more simple and easier to understand
So more people can pitch in and help.

Iam working full time on this again as i have finished my entry to the snake snacker compo!
Cliff Mellangard 3DEGS
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Posted: 27th May 2012 23:57
I nead some feedback on wath you people think?
Iam thinking about switching the raycaster to portrait view instead of landscape?
I simply noticed that its already fully playable at good speed by simply switching the view .
This is mainly that the floor caster neads lesser calculations to fill the screen.

Its extremely funny as i get almost the same framerate but the movement is fluid in portrait?
Not that choopy updating?

But even if i switch view so have i rewritten it so that you should only nead to change 2 lines to get it back to landscape
Kobaltic
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Posted: 28th May 2012 04:48
I think you should go to portrait. Keep the play area square and use the lower space to increase your HUD area. I think the play area looks over crowded and that would clean it up some.
bitJericho
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Posted: 28th May 2012 19:58
It should be switchable, configurable, and resizeable (like in doom).

Cliff Mellangard 3DEGS
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Posted: 28th May 2012 20:16 Edited at: 28th May 2012 23:19
Quote: "Keep the play area square and use the lower space to increase your HUD area."

Its the thoughts i have for weapon selection etc
I simply have the rendering window at top and inventory and other stuff at the lower parts.
Iam working with the mini map and others to align to wath ever view you have.

Quote: "It should be switchable, configurable, and resizeable (like in doom)."

An intresting idea about switchable as then can the user simply turn the phone to get better framerate

Iam going to do some experiments.
And se wath happens.

I have started to rewrite alot of the code to make it easier to understand.

Is this better?

Iam using types that is pretty self explaining.
Like the angle inside the field of view do i simply call.
Raycaster.Angle_In_Fov

Cheers.





Edited..............
So far so good
The raycaster now have 5 ways of being displayed ( Jericho )
One for computers.
4 For mobile devices.
2 portrait views.
2 landscape views.
And if you have an poor framerate so simply flipp the phone to portrait view so will the game run at a better framerate and smoother
Why havent i done this before?
It whas extremely simple with agk

I nead some people to test my orientation code and how it runs on your mobile devices! ( Please )
My zte skate runs it poorly in landscape and when i turns it over to portrait so does it run smoothly.
So i nead testers.

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The Zoq2
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Posted: 28th May 2012 23:47
Quote: "I nead some people to test my orientation code and how it runs on your mobile devices! ( Please )
My zte skate runs it poorly in landscape and when i turns it over to portrait so does it run smoothly.
So i nead testers."


I would love to help you, but there dosn't seem to be a download
Ancient Lady
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Posted: 28th May 2012 23:54
I, too, will be happy to test if you provide the project for testing.

I can test on an iPad2, iPod Touch and Vizio Android.

Cheers,
Ancient Lady
Cliff Mellangard 3DEGS
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Posted: 29th May 2012 00:39 Edited at: 29th May 2012 00:45
Quote: "I would love to help you, but there dosn't seem to be a download"
Quote: "I, too, will be happy to test if you provide the project for testing.

I can test on an iPad2, iPod Touch and Vizio Android."

I didt upload it as it started to crash the player?
Then did i find that its actually the player buggs with the orientation

If you start the raycaster in portrait and then turns it to landscape crashes the player.
Getimage only works in the default portrait mode.
So there is only an mini map in default portrait mode.

The latest player have some huge orientation buggs?

To test the app simply start the player and then broadcast the raycaster.
Exit the raycaster and then start it again holding the device in landscape mode.
The player seams to be locked in portrait mode the first time you run it?



Then does all the orientation work and only the getimage i use on the mini map that buggs and only work in default portrait view.

Sorry but i cant fix the player buggs
Or if you find something i do wrong that could be the cause of the crashes?

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Cliff Mellangard 3DEGS
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Posted: 29th May 2012 22:29
Anyone that tested the latest code?
The Zoq2
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Posted: 29th May 2012 23:56
I just tested it, sadly I get realy low FPS on my galaxy note. (2.4 ghz dualcore processor). It may have someting to do with the fact that it has a 5.3" screen wich may make it draw more sprites.

I did not have any problems with crashes when changing from portrait to landscape or vice versa
Cliff Mellangard 3DEGS
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Posted: 30th May 2012 00:20
Quote: "I get realy low FPS on my galaxy note."

This is a actually the true frame rate it runs with now.
Before so did i use alot of skipp loops to let the cpu rest but the framerate where the same when you where moving to wath it is now.

My main question is how did the movement go?
My zte skate only manages 5-8 fps and still smooth movement

The problem right now is that the draw sprite is faster then using a huge amount of sprites but hoggs the cpu with that it neads to be drawn every frame.

Quote: "I did not have any problems with crashes when changing from portrait to landscape or vice versa "

So it worked well?
When switching views?
Everytime the device is turned so do i change the virtual resolution and resetup the raycaster values to always get the largest display.
If i dont do this so is the portrait view tiny

Quote: " It may have someting to do with the fact that it has a 5.3" screen wich may make it draw more sprites."

No thats not the problem
It always do its calculations on the small virtual resolution.

But something is weird with the new player as its seams alot slower?
The Zoq2
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Posted: 30th May 2012 00:25
The movement was smooth, no delay. And no, I had no problems with changing views
Cliff Mellangard 3DEGS
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Posted: 30th May 2012 00:34
Quote: "The movement was smooth, no delay. And no, I had no problems with changing views "

Wath framerate did you powerfull device run it in ?
Could be good to know for the future
The Zoq2
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Posted: 30th May 2012 14:09 Edited at: 30th May 2012 14:10
14 fps in portrait

30 -8 in landscape
Cliff Mellangard 3DEGS
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Posted: 30th May 2012 19:51
Quote: "14 fps in portrait

30 -8 in landscape "

Thanks.

Iam working on an backbuffer system for the draw command so i can have the cpu resting once a while.

A huge pain to get it mobile enough.
Kobaltic
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Posted: 30th May 2012 21:41
Tested on Galaxy S1 got 8-10 fps in portrait. I couldn't get it to run in landscape at all. Although I am using 1074.

No lag noticed smooth movement throughout.
Cliff Mellangard 3DEGS
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Posted: 30th May 2012 22:13 Edited at: 31st May 2012 12:30
Quote: "No lag noticed smooth movement throughout. "

Its wath i wanted to here
Iam currently optimizing the code and doing some new experimental ideas to speed things up.

Quote: "I couldn't get it to run in landscape at all. Although I am using 1074. "

Iam also using it and there is an bugg that forces you to broadcast the app then exit it and start it again.
The bugg is in the player
The second time hold the device in landscape view and the switch it around,the other way around crashes the player weirdly enough.

Havent downloaded and installed 1075 and are waiting for the next update instead.

Edited..............
tested it on 1075 and it dosent work at all in that version.
Gets an unknown command error.
Cliff Mellangard 3DEGS
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Posted: 2nd Jun 2012 19:00 Edited at: 2nd Jun 2012 19:08
i Where a bit confused over the extremely slow pc framerate

It seams like getOrientation() Hoggs the cpu on an computer but not an mobile device?

rewrite the beginning of the loop with this!
///////////////////////////////////////////////////////////////
do

if Mobile = TRUE
if DeviceOrientation<>GetOrientation()
Check_View()
if GetKeyboardExists() <> TRUE then Adjust_Mobile_Controls ()
gosub Setup_Renderer
Adjust_Hud()
Draw_MiniMap (FALSE,miniMapScale ,miniMapScale ,( Raycaster.Window_Center - ( ( RE_Map_X / 2 ) * miniMapScale ) ),( 48 - ( RE_Map_Y * miniMapScale ) ))
endif
endif

GFT# = GetFrameTime()
///////////////////////////////////////////////////////////////
It only checks orientation if the device is mobile.

It doubled the pc framerate for me at least
But i also made a bunch of other stuff so could partially be that?
An image to prove it!
And also added the function to turn on and off the floor in realtime.
Fixed an bugg that i missed before that gave you an subscript out of bounds error rarely. (Sorry)
i will upload an updated version soon.

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Cliff Mellangard 3DEGS
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Posted: 3rd Jun 2012 02:46
Ok Here is the latest buggfixes!
It have proper speed on an pc and runs smooth on an good mobile device.
The framearate is still low on mobile devices but if you test it let me know the framerate in landscape,portrait and with the floor on and off.
Yes its true you can turn the floor on and off in realtime

You can get a choppy update on pc now as the frame rate changes alot when standing close to a wall and not.
iam not locking the fps until later when the raycaster is more close to done.
Locking the framerate to 60 solves this on pc.

This is for agk version 1074!!!!

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Cliff Mellangard 3DEGS
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Posted: 7th Jun 2012 00:17 Edited at: 7th Jun 2012 00:19
Are working on some pathfinding for the enemys right now as iam anyway stuck on speeding up the raycaster on android



I gave it its own thread as it could be used for other projects as well.
Its using pedrolbs great math code

http://forum.thegamecreators.com/?m=forum_view&t=197547&b=48
Kobaltic
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Posted: 10th Jun 2012 05:01
I don't know if you already do this. I read an article on raycasting and it said that you should use sectors. You sector off the level then you only display the slices in the sector you are in.

Here is the link. Too bad every other link I could find on his stuff is long gone. I wanted to see his Rex3d engine.

http://www.cpp-home.com/tutorials/191_1.htm
Cliff Mellangard 3DEGS
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Posted: 10th Jun 2012 12:10 Edited at: 10th Jun 2012 18:56
Quote: "I don't know if you already do this. I read an article on raycasting and it said that you should use sectors. You sector off the level then you only display the slices in the sector you are in. "

No iam not doing it in this raycaster
Iam to dumb to code it as it uses bsp trees and are more intended for better raycasters like doom and duke nukem that use linecast raycasters completely

It will not have an impact right now as the single raycasting exits the loop as soon it hits a wall or reaches its distance limit.
Poor mans sectors

The tutorial whas intresting as it could maybe be used ?
But that means rewritting the whole thing?

I will see how much can be translated in to agk of it

Cheers.

edited..........
I translated his code for linecasting but it seams i cant get it to rotate with the player right ?

I dont know wath iam doing wrong in it?
it should be player angle - 30 and the adding the vallue 60/screen columns for every ray.
But it dont work?


Even if this code is smaller the my linecaster so does it not seam to be any faster?

Edited.....
Also finished the sample on how to use apocalyp4 mode 7 snippet in an kart game.



Check that thread for the source code.
Paulvdb
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Posted: 16th Jul 2012 03:10
Hey Cliff!

I was wondering, any update on this project? Are you still working on improving the raycast engine?
Let us know Cliff, it's been while Tack så mycket.

Paul

Great things come from small beginnings.
Cliff Mellangard 3DEGS
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Posted: 16th Jul 2012 12:59 Edited at: 16th Jul 2012 13:02
Quote: "I was wondering, any update on this project? Are you still working on improving the raycast engine?
Let us know Cliff, it's been while "

I look at it once and a while and are sadly completely stuck

Something makes it go extremely slow on android,ios?

But i have learned alot from the mode 7 engine project that could speed some things up?

The last time i looked did i get a feeling that i neaded to rewrite larger parts of it

But who knows now when iam on vacation?

And one part that made me partly ignore it!
Is that tgc are already working on 3d that makes alot of my work with this going down the drain.

Why use alot of source code when you simply can place cube and plain meshes and agk does the job

The project is not dead but i dont know where i should start with it again?

Edited...............
One main problem with the raycaster is that it uses alot of math that mobile devices dont like.
Maybe i find a better solution

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Paulvdb
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Posted: 19th Jul 2012 00:17
Hi Cliff,

Thanks for the update on behalf of all that have been following your project with great interest..Ok I see all your points. Maybe it is better to wait until AppGameKit implement 3d... Although I was very interested to see if this could go in something more than a tech demo.. But polishing an engine takes great, great time.. I still have my hopes that you are able to improve it in the future. And I will be following other projects of you as well!
Keep us updated.

I have been to Sweden just recently in May, your home country for two weeks on a holiday trip. We hired two cute and cosy small houses one near Malmköping and the other near Linderöd on the country side. I visited Malmo, Stockholm, Ystadt, Lund and few other great places. There was NO Internet in the houses. Time stood still in such beautiful nature with no sounds of cars and the big city.
I am very impressed with the people, so relaxed and very kind if you learn to know them. (Had superb weather too!)
Too bad the beer is so expensive, it helps me always to be creative in my work. I love making pc stuff while enjoying a relaxing, nice cold beer Anyway I was honored to have visited your Country, since I have never been there before and I will try to learn some Swedish for the next trip as well. (I hope that in the future I can also write you a post in Swedish.

Ok take care and good luck with our projects, It's good to see such passion and fun that you have in making stuff.

Paul

Great things come from small beginnings.
Cliff Mellangard 3DEGS
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Posted: 19th Jul 2012 14:38
thanks its very nice to read
I hope i can do this better in the future as i love these old 2d effects

Quote: "Ystadt"

I live only 4 miles from ystad

If i knowed so could i have gived you a beer

I live in an small town called simrishamn in skåne.

Iam now on vacation for 2-4 weeks.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
JackDawson
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Posted: 19th Jul 2012 19:15


Dude.... This is amazing work !!!
Cliff Mellangard 3DEGS
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Posted: 19th Jul 2012 21:29
thanks

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Kobaltic
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Location: PA, USA
Posted: 6th Aug 2012 20:09
Hey cliff when you get a chance can you send me an e-mail? I would like to talk to you. Thanks.
Cliff Mellangard 3DEGS
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Location: Sweden
Posted: 7th Aug 2012 02:15 Edited at: 7th Aug 2012 02:16
Quote: "Hey cliff when you get a chance can you send me an e-mail? I would like to talk to you. Thanks. "

Couldt you simply ask here ?

Iam a very secret person with my email adress

Mostly because of bad experiences with giving it out before

If its about work so are i starting again after my vacation soon and cant comit to any projects

The sad part about me is many great ideas and to little time.

Sorry about not sending an email?

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Kobaltic
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Posted: 7th Aug 2012 18:28
I wanted to talk to you about using your engine in a commercial project. I also wanted to see if you wanted to help out and I could give you some money.
Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 8th Aug 2012 14:58
Quote: "I wanted to talk to you about using your engine in a commercial project. I also wanted to see if you wanted to help out and I could give you some money. "


You are free to use it as you please.

But iam not sure if i can help so much ?

I have very little spare time and a fulltime work.

I hardly have the time for my current projects

And it dosent help to have an girlfriend that think programing is silly

I got promoted to team leader at work and hardly have any spare time and are having a hard time to focuse on a single project.

When you nead help so ask here so will i try to help as much as i can.

But remember that tgc is soon releasing there 3d support that would simplify projects like this alot.

Something i noticed while developing this whas that it got over complicated even for the simple stuff.

The drawing tools in agk are to limited at the time to make it work well on an mobile device.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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