OK well I'll start off with the standard apology for stopping work on Doom.Net. It's not dead though, I'll probably continue on the current version once school starts. In case you guys haven't noticed, Doom.Net can't die.
Anyway new project is modeled after X-COM: UFO Defense / Enemy Unknown. Basica…
Anyway new project is modeled after X-COM: UFO Defense / Enemy Unknown. Basica…
Unfortunately I won't be able to maintain the amount of development speed I had earlier. I have a new job assembling commercial ovens/ranges, not exactly the greatest job but it's a lot better than my previous summer job.
Anyway I have gotten a few line triggers to work, mostly doors for now, althou…
Anyway I have gotten a few line triggers to work, mostly doors for now, althou…
I've added in fonts and 2D images. Since there's no way to use matrices, the scene class stores the vertices used by the 2D draw calls. Since most of the images are always drawn in the same spot this is only done once. The Font class uses something similar although it builds multiple quads instead …
Added in sprites to Doom.Net, though my implementation this time around is very different then previous versions.
The last version of Doom.Net used the D3D sprite interface, but each sprite still used a single texture and matrix so there was little to no batching involved. It was painfully slow.
Thi…
The last version of Doom.Net used the D3D sprite interface, but each sprite still used a single texture and matrix so there was little to no batching involved. It was painfully slow.
Thi…
I've implemented the Doom COLORMAP which is the CLUT(color lookup table) for Dooms palette to do lighting. Before I had a 256x1 texture as the palette with just the normal value and was changing the vertices colors in the shader. Now I have a 256x64 texture with each row as a different lookup table…
Incase you couldn't figure it out by the journal description, I'm once again working on Doom.Net. This is an entirely new version, this time aimed at recreating the look and feel of the original Doom 1 and 2. My previous attempts partially failed due to feature creep by trying to be everything at o…
Got quite a bit done this morning. First, each block can now have a different ceiling, floor and lighting value, at virtually no cost. I actually got the FPS up by 100 frames by fixing a few things in the ray-casting loop.
Then I created a level editor, although I still have to implement objects and…
Then I created a level editor, although I still have to implement objects and…
Over the past few days I've been porting over this raycasting code to C#, just for fun, plus I extended the code by adding in depth based lighting. I mainly just wanted to see what performance I'd get, and around 150 FPS is pretty good. Next up I plan on adding in "sectors" with different texture a…
My work with voxels lead me to try out volume textures(thinking it might be possible to render them, I was wrong). Anyway I ended up making a texture atlas class that would combine single images into one large volume texture. Only after I completed it did I find the nVidia tool, however it had seve…
I've added the ability to convert MD2 models to voxels. However it depends entirely on the size of the MD2, so most of the ones I tried to convert either didn't work out at all, or were so large they look like a normal 3D model with a low-res texture, at least when using still images. They look a l…
I've spent the last two days working on a voxel model editor called VoxelSharp, just for the hell of it. It's not done yet, but it is functional.
If anyone feels like giving it a whirl, you can download the current version here.
It requires .Net 2.0 and MDX 1.1(Febuary 2006, I think). I haven't enco…
If anyone feels like giving it a whirl, you can download the current version here.
It requires .Net 2.0 and MDX 1.1(Febuary 2006, I think). I haven't enco…
Spent this weekend porting my old Quake stuff over to MDX. It's still slow since I haven't figured out how to batch it properly, so I have to draw each face one at a time. I also added in parsing of the Entities lump so that I could start each level in the right position.
E1M1:
After implementing eve…
E1M1:
After implementing eve…
I've implemented map raycasting by converting the map loader to use a Direct3D mesh. All I really had to do was set the attribute table to use the batch indices I already had setup. Plus I got an extra 100 FPS out of it to. I spent half the day fighting with the Mesh.Insect function though, getting…
Well as promised, here it everything for Escalation: MiniShooter.zip. MiniShooter was the projects name when it started and I never bothered to rename the directories and namespaces. All the files needed to run it should be in there. Also test.wad should only really need the first 3 lumps and the f…
Escalation:
A lack of journal updates means either I'm dead or there hasn't been any progress. Since I'm typing this and am not a zombie, you can guess which one it is.
It actually had nothing to do with the programming, the game just wasn't fun and I couldn't really make the levels I wanted without …
A lack of journal updates means either I'm dead or there hasn't been any progress. Since I'm typing this and am not a zombie, you can guess which one it is.
It actually had nothing to do with the programming, the game just wasn't fun and I couldn't really make the levels I wanted without …
Fixed the collision bug. The reason was because the side-of-line checker look at what sector you where in. Problem was when colliding with a corner it was possible to be in a sector not on either side of the line.
Anyway I spent the rest of the day working on the first level, well actually it'll pro…
Anyway I spent the rest of the day working on the first level, well actually it'll pro…
Work continues on Escalation as usual. I fixed up part of the collision code, only ot break it in several other places. Basically when the player would walk into a corner he would get half-way through it before being repelled. Now it works correctly half the time and the other half it completely me…
Help Wanted post
Hopefully I'll find some modelers and finally get this thing off the ground. I've basically reached the point where there's not much more programming I can do without having the models. It would be a shame if nobody joined, then I'll have done all this work for nothing.
Hopefully I'll find some modelers and finally get this thing off the ground. I've basically reached the point where there's not much more programming I can do without having the models. It would be a shame if nobody joined, then I'll have done all this work for nothing.
I've given the monsters the ability to walk around and they have line-of sight testing now just like the player. I plan on working on the chase code tomorrow(copying the code from Doom) so if everything goes right(which it won't of course) the AI code should be complete by tomorrow night.
Here the m…
Here the m…
The hitscan/visibility test(it's the same thing) code is in along with projectiles, so I've been toying with the weapons code as well. I'm thinking for getting rid of the visibilty tests though, it looks weird being able to see the terrain and items, but not the monsters. Of course won't monsters c…
Minor update tonight. Haven't had much time to work on Escalation, the semester is coming to end and of course every professor has to give us a giant project at the same time, all due within the same week. Anyway I did manage to get aiming in. It's simple really, first find the monsters that the pl…
Well I'm back to work on Escalation. Yep it didn't die. Getting MD2 weapons to work was a bitch, but I finally got it. Part of the problem was that each model has a certain scale, but when the players weapon is rendered it has to use the players model scale. All it really needed was a couple extra …
Unfortunately I seem to have burned out working on Escalation so much. Basically the game needs to re-written and I don't really feel like doing it.
When I started the project, it was supposed to be a simple game based on the Doom map format. Similar to Glow or even BaboViolent 2, but feature creep…
When I started the project, it was supposed to be a simple game based on the Doom map format. Similar to Glow or even BaboViolent 2, but feature creep…
Well I fixed up my retarded Mancubus so that he actually moves. He can't chase the player yet, just wonder around, but it's a start. Also from looking at the Doom source and some questions on DoomWorld, it appears that Dooms monster AI is incredibly simplistic, so it shouldn't be that hard to imple…
I've added plenty of snazzy effects and gameplay features over the last week. However they're going to take time to test, plus many of them require external resources that I haven't add to the WAD yet(a WAD is where all the data is kept).
First up is water/acid effects. All you have to do is add a "…
First up is water/acid effects. All you have to do is add a "…
I normally wouldn't make an entry without a screenshot, but for reading week I'm up north on a rather crappy computer and I can't compile Escalation. I'm still working on it though and should have plenty of fancy screenshots ready next week.
Anyway the reason for this entry is that I have a question…
Anyway the reason for this entry is that I have a question…
I've implemented a few more sector effects, floor movers, doors and crushers and also scrolling walls(unlike Doom, I can scroll both the U and V coords). The biggest new addition though is switches. Unlike my early Doom.Net implementation, these ones can be hooked up to a bunch of different sectors…
Since the last entry I've gotten quite a bit done.
- Floor / Ceiling / Wall animations
- Lighting
- Lighting effects
- Triggers
- Sector effects
Well for lighting, only strobe lights have been implemented and for sector effects only elevators. However I consider this a large milestone since this version …
- Floor / Ceiling / Wall animations
- Lighting
- Lighting effects
- Triggers
- Sector effects
Well for lighting, only strobe lights have been implemented and for sector effects only elevators. However I consider this a large milestone since this version …
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