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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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#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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#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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#3 | |
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#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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#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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#11 | |
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http://lh6.google.com/image/sgalatis...ls/mazetex.jpg |
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#12 | |
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another WIP thread?
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#13 | |
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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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#14 | |
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403 forbidden
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#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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#17 | |
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it doesn't I just have bad experiences with WIP threads
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#18 |
![]() ![]() ...in a dream...
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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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...you'll never know what it's like... spending your whole life in a dream...
Launch a Kitten out of a Cannon and win real cash! Checkout my newly updated site for all my projects (Kitten Cannon, BOXHEAD, Light Cycle 3D) |
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#19 | |
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i didn't bash him, i <3 him cos of snakeSP
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#20 | |
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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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#21 | |
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#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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#23 | |
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#24 | |
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Wow! ...... Just wow! It looks great! I can't wait to see what you end up creating with this!
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#25 |
![]() ![]() ...in a dream...
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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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...you'll never know what it's like... spending your whole life in a dream...
Launch a Kitten out of a Cannon and win real cash! Checkout my newly updated site for all my projects (Kitten Cannon, BOXHEAD, Light Cycle 3D) |
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#26 |
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Looks incredible. I love mazes.
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#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:
-= Double Post =- Quote:
Last edited by MrMr[iCE]; 12-24-2006 at 10:54 PM.. Reason: Automerged Doublepost |
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#28 | |
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No longer a community member.
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