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mike74

A maze game

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I'm working on a maze game, and I was wondering if anyone wants to try out what I have so far. It's at http://www.coolgroups.com/amaze/amazesetup.exe. I look forward to your comments. Thanks. Mike C. http://www.coolgroups.com/zoomer/

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Nice demo. A bit bland and uninteresting, yet, obviously, but a nice start. What techniques did you use for rendering/world organisation? (It looks like the old Wolfenstein but I doubt you are raycasting here) It also seems that the textures go darker when you look at them closely or under a sharp angle -- is this the intent?

Greetz,

Illco

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Pretty cool, i managed to break out of the maze though. [smile]



Quite easy to reproduce, you just run into a corner a few times

Might be a good idea to change the title too. :P

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Illco,

I created a grid for the maze as you can probably tell, and, for each square on the grid, I precomputed all the polygons visible from that square (using raytracing). Then, when I need to draw a scene, I just look at what square the player is standing on and draw that set of polygons.

Also, I used OpenGL's lighting, and I placed a light at 0,0,0. I think that's why things get dark when you look up close. I tried moving the light back to 0,0,3, and that eliminated the darkness phenomenon. It wasn't really my intention to make things dark when they get close - I'm just not an OpenGL lighting guru.

Thanks for the comments.

Mike C.
http://www.coolgroups.com/zoomer/

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Jingo, thanks for trying the game. I reproduced your "breaking out of the maze" issue. Ummm... do you have any tips on collision detection?

The name could be better. Got any suggestions?

Thanks.

Mike C.
http://www.coolgroups.com/zoomer/

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I think when he said change the title he meant the titlebar of the window (that now says "NeHe's Texture Mapping Tutorial").

shmoove

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Ok, I changed the title bar, and I think I fixed the collision detection. The new version is at
http://www.coolgroups.com/amaze/amazesetup4.exe.

Now, for collision detection, I am basically casting out several rays at equally spaced angles (i.e. theta = 0, 1, 2, 3, 4, 5, 6). Then, I see what the closest quad is that a ray intersects. If the distance the ray traveled is less than 0.5 (or some other closeness factor), then I bounce the player off the normal of the quad since he's too close.

Please try it and let me know if you can break out of the maze.

Thanks.

Mike C.
http://www.coolgroups.com/zoomer/

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Couldn't seem to break out, though i did experience a judder in the camera a few times when i was pushing into a corner of a room.

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If it is only detecting the closest ray then it must have to swap between them in checks, thus causing a 'judder'. Since it's in 3D doesn't that mean you should have three collision checks?

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