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[WIP] MazeGU

This is a discussion on [WIP] MazeGU within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; This is a little 3d engine I've been toying with for a bit: http://www.box.net/public/fb0z463hx3 Use triggers to turn Dpad/Analog up ...

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Old 12-20-2006, 04:20 PM   #1


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This is a little 3d engine I've been toying with for a bit:

http://www.box.net/public/fb0z463hx3

Use triggers to turn
Dpad/Analog up or down to walk

It's a bit big, I know, its all the 3d data for the different meshes like corners, dead ends, 2/3/4 way passages. I'll integrate zlib or something later and compress the data some.

This is based on the same algorithm that the old wolfenstein games used, raycasting, to draw the world, except this does a bit of trickery to render each 'cell' on the grid with a static 3d mesh. When cells are put together, it looks like a seamless 3d environment. Everything is GU accelerated.

Right now its all flat shaded polys, I'm working on uv mapping the cells with some nice textures, but im kinda new in that area, so bear with me.

This also generates a random maze on every run, so no 2 runs will be the same. There's really nothing to do except run around...I'm still thinking of what to do to make this more interesting. Any ideas are welcome.
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Old 12-20-2006, 04:38 PM   #2
 
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how about making Pac-Man 3D?

you go side to side taking turns in first person while ghosts go through walls and try to get you and you have a radar to detect them, like halo.
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Old 12-20-2006, 04:53 PM   #3
 
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Quote:
Originally Posted by EminentJonFrost
how about making Pac-Man 3D?

you go side to side taking turns in first person while ghosts go through walls and try to get you and you have a radar to detect them, like halo.
thats a pretty cool idea
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Old 12-20-2006, 04:55 PM   #4


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well if I changed the code to use fixed layouts like pacman boards, that might work.

Right now, its using a maze generator that makes 'perfect' mazes..aka no matter where you are put in the maze, theres only 1 way to reach the 'exit'..that wont work well with a pacman style game =)
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Old 12-20-2006, 06:09 PM   #5
 
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lol i didn't read it good I was looking around for 15 minutes to find the end.
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Old 12-20-2006, 07:12 PM   #6
 
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Wow, excellent work. You are off to a great start be the the best homebrew game dev in my book. I see alot of potential here. Alot.

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Old 12-20-2006, 07:18 PM   #7

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Good Job!
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Old 12-20-2006, 07:36 PM   #8
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My thumb is pumping up... auoop! Auoop! Done! Great job!
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Old 12-21-2006, 01:43 AM   #9


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before turning in, I managed to texture one of the cells...heres a shot of a passage with those textures:



Its gonna take me a while to finish the rest of the different cells though...texture mapping in blender is easy, but VERY tedious, boring work =)
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Old 12-21-2006, 01:56 AM   #10

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I don't see any image heh
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Old 12-21-2006, 01:58 AM   #11


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Quote:
Originally Posted by jsharrad
I don't see any image heh
try

http://lh6.google.com/image/sgalatis...ls/mazetex.jpg
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Old 12-21-2006, 01:58 AM   #12

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another WIP thread?
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Old 12-21-2006, 01:59 AM   #13


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Quote:
Originally Posted by jsharrad
I don't see any image heh
try

http://lh6.google.com/image/sgalatis...ls/mazetex.jpg

or if that doesnt work,

http://picasaweb.google.com/sgalatis...12904236985490

I dont know why, i guess the picasa pages try to prevent direct links to images
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Old 12-21-2006, 02:00 AM   #14

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403 forbidden
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Quote:
Originally Posted by Abe
Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
http://forums.qj.net/501501-post26.html
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Old 12-21-2006, 02:01 AM   #15


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Quote:
Originally Posted by Alex G
another WIP thread?
Thought I'd share with the public, get some ideas as I work on it...sorry if that bothers you...
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Old 12-21-2006, 03:36 AM   #16
 
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add some traps like spike pits that pop out of no where or pendulums of doom(swinging axes) or if you step on a certain tile activate arrows that shoot at you. maybe a rolling bolder, add some items or something, make it 3rd person with a characteter
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Old 12-21-2006, 03:43 AM   #17

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it doesn't I just have bad experiences with WIP threads
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Quote:
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Old 12-21-2006, 04:08 AM   #18

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Maybe if you didn't bash the owner of the threads, you may be better off

As for this, by the screen - nicely done. Ive done some ray casting with OpenGL befor eand ported it to the PSP using PSPGL, it wasquite awesome since the turns looked like curves so I didnt have to use a beizer curve to make one, but in the end it was too much of a hassle for normals and uv's

But your mehtod is much different then what i used - best of luck.
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Old 12-21-2006, 04:13 AM   #19

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i didn't bash him, i <3 him cos of snakeSP
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Quote:
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Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
http://forums.qj.net/501501-post26.html
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Old 12-21-2006, 08:46 AM   #20


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Quote:
Originally Posted by SG57
Maybe if you didn't bash the owner of the threads, you may be better off

As for this, by the screen - nicely done. Ive done some ray casting with OpenGL befor eand ported it to the PSP using PSPGL, it wasquite awesome since the turns looked like curves so I didnt have to use a beizer curve to make one, but in the end it was too much of a hassle for normals and uv's

But your mehtod is much different then what i used - best of luck.

My method is pretty simple. In wolfenstein, the map was much like a piece of graph paper. fill in a square and you see a box in its spot on the screen. Same here, except the 'filled' squares have attributes for which walls are open. AKA is north and south walls are open, then draw the mesh for a n/s passage. Theres a mesh for every orientation and combination of walls, so in the end everything connects as one large maze of tunnels. To render it, i use the raycaster to tell me which 'cells' need to be drawn, save those in a cache, and after the entire screen is raycasted, go thru the cache of visible cells and render a mesh per hit. No overdraw, sorted front-to-back automatically, works a charm =)
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Old 12-21-2006, 02:00 PM   #21
 
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Quote:
Originally Posted by MrMr[iCE]
before turning in, I managed to texture one of the cells...heres a shot of a passage with those textures:



Its gonna take me a while to finish the rest of the different cells though...texture mapping in blender is easy, but VERY tedious, boring work =)
omg thats awesome hope you continue this best of luck!
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Old 12-21-2006, 02:30 PM   #22
 
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Nice this is crazy im playing this is nice.

P.S is there a actual and to this?
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Old 12-21-2006, 07:04 PM   #23


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Quote:
Originally Posted by ZereoX
Nice this is crazy im playing this is nice.

P.S is there a actual and to this?
right now, no...this is just a test of the engine, seeing how it behaves. ill add more as it comes to me =)
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Old 12-21-2006, 07:10 PM   #24
 
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Wow! ...... Just wow! It looks great! I can't wait to see what you end up creating with this!

Quote:
Originally Posted by Alex G
it doesn't I just have bad experiences with WIP threads
...And yet you have your own WIP thread? Don't get offended, but it kind of seems hypocritical to say "Not another WIP!" when you have one of your own...
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Old 12-21-2006, 07:31 PM   #25

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WraithLeader - I will OD on LSD to that.

MrMr[iCe] - No clipping as well I presume... When I used just some rectangles for a world, as well as a Sky box with a few planes inside above the walls moving with half transprency to simulate the sky, and movement thanks to this library I found, I had HORRIBLE clipping... I than had to project the texture I wanted over whatever plane over hundreds of small planes... In the end it was just horribly in efficient, atleast the method I was using... So I just gave up onthat and started TIFF developing... Than I lost my PSP right when the TIFF development era ended and Im stuck with LUA

Hopefully you understood some of that, Ive got a headache after creating sprites and there respective animations *sighs in relief*
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Old 12-21-2006, 07:33 PM   #26
 
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Looks incredible. I love mazes.
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Old 12-24-2006, 10:54 PM   #27


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New release is up:

http://www.box.net/public/fctc41svdi

this one is fully texture mapped...took me a while to figure out UV mapping in blender but it was worth it..it looks incredible, even if the uv mapping is a bit 'off' in some areas...hey its my first try at uv mapping, ill get it right someday =)
-= Double Post =-
Quote:
Originally Posted by SG57
WraithLeader - I will OD on LSD to that.

MrMr[iCe] - No clipping as well I presume... When I used just some rectangles for a world, as well as a Sky box with a few planes inside above the walls moving with half transprency to simulate the sky, and movement thanks to this library I found, I had HORRIBLE clipping...
Yes I know...it was the very first problem I ran into when I first started this demo...it was using simple quads for walls, floor and celing. When I designed the meshes, I used Rhinocerous 3d, which has a nurbs->poly mesh tool that lets me define a really low-res mesh to an extremely detailed one. I upped the notch by 2 steps to get a fairly low res mesh but with enough detail that no matter how close you are to a 'cell' in the maze, youll never see the psp clipping the polys. And I uv mapped the sections based on that model. Its a pain in the ass picking out the smaller polys but in the end..heh look for your self. Im throwing a lot of mesh data at the psp and its handling it just fine =)
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Quote:
Originally Posted by Spirit Hawk Leon
Looks incredible. I love mazes.
Ya i dont know why..I used to do fairly complex mazes as a kid pretty quick..I get in this 'trance' when I do them...guess I'm just weird like that =)

Last edited by MrMr[iCE]; 12-24-2006 at 10:54 PM.. Reason: Automerged Doublepost
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Old 12-24-2006, 11:20 PM   #28
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Quote:
Originally Posted by MrMr[iCE]
Ya i dont know why..I used to do fairly complex mazes as a kid pretty quick..I get in this 'trance' when I do them...guess I'm just weird like that =)
You're not the only one who has a weird habit. When I draw, even something simple as a big circle, a begin to lick my lips like crazy (say that 20 times, fast ).
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Old 12-24-2006, 11:24 PM   #29
 
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Wow, looks awesome. So many good releases lately. Christmas is in full effect!
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