Broken Mug Engine

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24 comments, last by AntonioR 7 years, 4 months ago

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- added explosions
- gibbing (random joints, holding the body together, are deleted, so you can see players leg and arm being detached from the rest of the body)
- weapon spawning
- kill message and respawn timer

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I finished the "Soldat meets Quake 2 arena" prototype that I planed to make and made a video. The first part shows multiplayer, the other half local bot match. Other players are not people and bots don't have AI yet, those players just read my stored input commands to move around, so I could record the video. You can read more about it on my blog, and download and try it out. Any feedback would be great, because I have no one to test this.

http://antonior-software.blogspot.com/2015/04/sdl-networking-and-multiplayer-test.html

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But I have a problem. I didn't manage to connect a client to a server over Internet using the servers public IP. Only clients that are on the same network can connect using servers local IP. I don't know what is the problem, because I did port forwarding and it didn't help.

I would appreciate if someone who is more familiar with hosting a online multiplayer game, setting their routers and firewalls and stuff, could try to host a game and try to connect to it using public IP.

And this is in game:

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Wow, that's nice. I like how he lands on the box and stays on it, as the box continues sliding.

And this is in game: gif

Wow, that's nice. I like how he lands on the box and stays on it, as the box continues sliding.

That was probably just coincidence because both bodies had similar velocity after being hit. Btw, I use Box2D for physics.

Working on navigation mesh for AI, this is generated using Clipper library:

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Didn't know how to connect vertices in the navigation mesh, so I triangulated it with Poly2Tri and used triangles to form connections. I will have to ditch Poly2Tri for some library that generates polygons instead, and do some "path smoothing"; starting from the yellow node, the node 10 is visible from 5 and should be directly connected in the final path.

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In a platformer game this could be used for flying enemies.

I've made some kind of 2D ambient occlusion, I've also written how it's done on my blog:

http://antonior-software.blogspot.com/2015/05/ambient-occlusion-in-2d-scene.html

No ambient occlusion
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Manually placed textures in Quake 2D (2012)
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Ambient occlusion using FBOs and a blur shader
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I have rewritten the core of my engine. All user interaction is now handled trough "activities" (I didn't know how to name it, and it is inspired by Android Activity). Core creates the app window and sends input to active activity. Game is just an object now, it extends the activity class with game related stuff. Activities can render directly to screen or on a local FBO.

What I can do now, for example, is create a new game object inside the editor and display its FBO in a window for easy map testing (you can see I can fire the gun in left window), or I can do stuff like this. It's not Super Turbo Turkey Puncher 3, but close enough:

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Do note that at 0:25 I'm using a GUI four levels deep, and the screens are displayed on dynamic objects that move, and everything is zoomed in.

Whoa ohmy.png, slick!
Really cool features you have there, any plans for the future with it (selling &&|| open-sourcing), or this stays a hobby project?

Just asking, since the whole thing looks really feature rich and polished wink.png!

Blog | Overburdened | KREEP | Memorynth | @blindmessiah777 Magic Item Tech+30% Enhanced GameDev

Whoa ohmy.png, slick!
Really cool features you have there, any plans for the future with it (selling &&|| open-sourcing), or this stays a hobby project?

Just asking, since the whole thing looks really feature rich and polished wink.png!

Thanks smile.png No, I don't have plans for it, it's just my little escape from reallity. I might release the code someday, but I don't really see the point since nowdays you can even get the code for Unreal or CryEngine for 10 bucks.

This is a demonstration of iforce2d's buoyancy physics which I added to my engine. I use Clipper library to find intersection areas between the fixtures, and I made a class which keeps track of all the fixtures inside the water. I added this in July 2014, but never showed it.

There are some problems when you throw objects into water with great speed. They can start spinning rapidly or even fly out of the water. This happens when lift is turned on. The problem is probably in force parameters which I haven't tweaked properly.

You can download the demo on my blog.

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