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dim3 Announcements => dim3 Versions => Topic started by: ggadwa on March 06, 2015, 09:47:28 AM

Title: Web-Shooter Alpha 1
Post by: ggadwa on March 06, 2015, 09:47:28 AM
Just as some of you are curious, here's my alpha of web-shooter.

NOTE: This is all brand new, just started stuff.  Don't judge it harshly!

Alright, arrow keys to move, home/end or insert/delete to go up down, page up/down to look.  There is no physics, you are basically in fly through mode.

You need a modern browser (IE11, chrome, firefox, safari.)

When it first starts, it picks two random numbers.  This the the bitmap and map seeds.  After it makes a map, you can change these seeds and hit refresh (refreshing the entire page gives you new random seeds.)  The same seed gives the same results.

It can sometimes make a crappy map, and sometimes a great one.  There's NO lighting yet, so the shaders are all funky.

A good seed:
bitmap = 3035375625
map = 3753621850

http://www.klinksoftware.com/ws/

This is basically all about dynamic generation.  Everything you see, from bitmaps to map, are dynamically generated.  There's bump and spec maps, too, but with no lighting, they aren't obvious.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Imon on March 07, 2015, 03:33:16 AM
Just as some of you are curious, here's my alpha of web-shooter.

NOTE: This is all brand new, just started stuff.  Don't judge it harshly!

Alright, arrow keys to move, home/end or insert/delete to go up down, page up/down to look.  There is no physics, you are basically in fly through mode.

You need a modern browser (IE11, chrome, firefox, safari.)

When it first starts, it picks two random numbers.  This the the bitmap and map seeds.  After it makes a map, you can change these seeds and hit refresh (refreshing the entire page gives you new random seeds.)  The same seed gives the same results.

It can sometimes make a crappy map, and sometimes a great one.  There's NO lighting yet, so the shaders are all funky.

A good seed:
bitmap = 3035375625
map = 3753621850

http://www.klinksoftware.com/ws/

This is basically all about dynamic generation.  Everything you see, from bitmaps to map, are dynamically generated.  There's bump and spec maps, too, but with no lighting, they aren't obvious.

[>] Brian

I love it! Can't wait to see more
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on March 08, 2015, 01:50:31 PM
There will be a long time before it's anything useful, but it's nice to do a clean room approach and skip all the things I screwed up last time.  Working on lighting now, possibly generating light maps (if it's fast enough for map start-up), better textures, upgraded shaders, etc.  Once I get all the graphic parts down, I'll work on actual physics.

Should be interesting.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Bink on March 09, 2015, 02:41:06 AM
Can you make it export to obj for the geometry and png for the textures?
How about some parameters to control room size, stair height, etc.?
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on March 09, 2015, 05:38:36 AM
Can you make it export to obj for the geometry and png for the textures?
How about some parameters to control room size, stair height, etc.?

In the future, sure.  All that are parameters that can be adjusted, but right now I'm just trying to get down the most basic parts of the engine.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on March 13, 2015, 08:59:11 PM
Update: Got major parts of the light mapping done, and other parts of the lighting.  Once I get that all together, I can get proper lighting working.  Once I get that all together, I'll put up another copy!

Of course, the minute I start this google code closes down, so I moved the code to GitHub.  Will move dim3 there, too.  It won't be shut down for a year so I have some time.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on March 20, 2015, 10:01:59 PM
Updated!

http://www.klinksoftware.com/ws/

Obviously still working on a lot of the low level stuff as this is all brand new code, but take a look if you want.  There's real lighting (the specs are way to high on the generated textures though.)  Map lights.  It builds light maps.  Again, sometimes it's a good map, sometimes it's bad.  The light maps aren't the most high quality because I need them to generate fast enough to be usable.

There's some GLSL problems that force me to reduce the # of lights in a view so there's some pop-in.  But I'm getting most of the drawing routines in there, and a good start in the random generation.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: `teh1 on March 21, 2015, 07:59:11 AM
You should choose a better control scheme. Most apple product users these days do not have an insert key and AFAIK there is not fn-alternative.
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on March 21, 2015, 10:45:44 AM
You should choose a better control scheme. Most apple product users these days do not have an insert key and AFAIK there is not fn-alternative.

Oh, that's completely and utterly temporary.  Eventually it'll be mouse control, but to do that takes a lot of stuff I haven't gotten to yet.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: c^5 on March 21, 2015, 09:57:00 PM
I think something might be wrong with the shaders--it seems like the diffuse lighting is view dependent as well as the specular. It's easiest to see what I'm noticing on the floor when facing forwards and rotating.
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on March 22, 2015, 08:13:44 AM
I think something might be wrong with the shaders--it seems like the diffuse lighting is view dependent as well as the specular. It's easiest to see what I'm noticing on the floor when facing forwards and rotating.

I check it out, all the numbers are really wobbly right now as everything is auto-generated.  Another problem is the light mapping doesn't take diffuse into consideration yet.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 04, 2015, 12:56:54 PM
Latest:

http://www.klinksoftware.com/ws/

Again, super alpha, just working things out.  Updates in this:
The light maps are something I'm puzzling over.  I've got a ways to go, but I'm trying to keep them as low quality as possible to make the light map generation fast, but that means lots of artifacts.  Otherwise, it'll take 10 minutes to generate a map!  Regardless, moving right along.  Hopefully some physics is next.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 08, 2015, 07:36:28 PM
Updated again.  In these early stages I just throw up current progress.  In this one:
http://www.klinksoftware.com/ws/

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: c^5 on April 08, 2015, 08:37:30 PM
Some of the grainy textures it's coming up with are looking really cool--I'm still seeing the shading issues though. If it'd be any help I can try to get a video of it (won't be able to tell from a single frame.)
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 10, 2015, 08:05:26 AM
I've spent the last 5 or 6 hours trying to solve one small problem that only shows up on windows machines only on certain browsers and only for certain reasons.  Once I figured it out -- two vec3 in a structure in a GLSL problem stomp on each other -- I was able to find the bug in the browser's bug lists.  That was a colossal waste of time, and the workaround is ugly.

Oh well.

c^5 -- I've got some more updated shaders I'll put out next time.  There's probably still bugs here and there that need to be fixed.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 14, 2015, 05:00:54 AM
FYI -- decided to rework a bit of the code to make it more straight forward and a bit quicker.  It's really early in the project and want to make sure what's going on at the bottom is absolutely correct.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Imon on April 20, 2015, 03:50:23 AM
I was wondering about how far this is compatible with various operating systems and browsers because I'd love to build something like that for my website. Either as eyecandy or actual functional navigation for my website. Or are there any better alternatives for that scenario?
My rules for webdesign:

1. make it work on as many browsers possible
2. make it work for as many people possible
3. make it look good

If I really do this then I won't need that much detail, I don't even need bitmap-textures (would be nice though) or complex animation and I most certainly don't need specularity or bumpmaps. Just static, plain polycolored polymeshes portraying playing pong ... or maybe just a 3d website in a 3d website
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 20, 2015, 05:30:41 AM
I was wondering about how far this is compatible with various operating systems and browsers because I'd love to build something like that for my website. Either as eyecandy or actual functional navigation for my website. Or are there any better alternatives for that scenario?
My rules for webdesign:

1. make it work on as many browsers possible
2. make it work for as many people possible
3. make it look good

If I really do this then I won't need that much detail, I don't even need bitmap-textures (would be nice though) or complex animation and I most certainly don't need specularity or bumpmaps. Just static, plain polycolored polymeshes portraying playing pong ... or maybe just a 3d website in a 3d website

2 & 3 are doable.  1, not so much.  It depends really on the people.  Right now, chrome, firefox, and safari get lots of updates.  Safari actually lags behind a bit, it's not as aggressively updated as chrome or firefox.  IE is a LOT worse.  But, Microsoft is replacing IE in the coming year and then it'll be aggressively updated, too.  If people are letting their stuff update (the default) then you should be good.  But you'll run into a LOT of older IE installations, and this kind of stuff does not run on them.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Imon on April 20, 2015, 10:44:46 AM
I was wondering about how far this is compatible with various operating systems and browsers because I'd love to build something like that for my website. Either as eyecandy or actual functional navigation for my website. Or are there any better alternatives for that scenario?
My rules for webdesign:

1. make it work on as many browsers possible
2. make it work for as many people possible
3. make it look good

If I really do this then I won't need that much detail, I don't even need bitmap-textures (would be nice though) or complex animation and I most certainly don't need specularity or bumpmaps. Just static, plain polycolored polymeshes portraying playing pong ... or maybe just a 3d website in a 3d website

2 & 3 are doable.  1, not so much.  It depends really on the people.  Right now, chrome, firefox, and safari get lots of updates.  Safari actually lags behind a bit, it's not as aggressively updated as chrome or firefox.  IE is a LOT worse.  But, Microsoft is replacing IE in the coming year and then it'll be aggressively updated, too.  If people are letting their stuff update (the default) then you should be good.  But you'll run into a LOT of older IE installations, and this kind of stuff does not run on them.

[>] Brian

How much work is it to test and fix it for different browsers? Are there different requirements?
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 20, 2015, 11:16:30 AM
It's not really about testing and fixing, it's about support.  IE didn't have WebGL until recently.  They are still sorting out some HTML5 stuff, etc.  I think when Spartan (the new IE) comes out, everything will be OK.  That'll support all the stuff 11 does (and everything runs there) and will be updated aggressively.

Either the browser has the required level of support, or it doesn't.  There's really no alternative option.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on April 21, 2015, 01:13:54 PM
I put up a new version.  There's no a lot visually different, but a lot of work under the hood is getting done.


And various other updates, fixes, improvements.  Next up will be the start of the random skeleton/models.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 04, 2015, 12:51:00 PM
Getting further and further into, got a small part of physics done (since I'm generating the map I can generate collision surfaces instead of colliding with the entire map) and more stuff in model/skeleton generation.

Since, right now, this is just a big experiment, I'm going to always require latest and greatest browsers to run it.  Everybody should be updating at this moment.  Some good stuff coming down the line in the new javascript, especially module support which will clean up my code tremendously.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 08, 2015, 01:50:36 PM
I updated the live version:

http://www.klinksoftware.com/ws/

Unless you care to follow this closely, this isn't really anything you have to click on, but there's a lot of new code.  I've got bits and parts of the physics started, though that's not hooked up.  I have some monster skin bitmap generation routines (also not hooked up!)  I also have the start of the random skeleton generation and the start of the entities (monsters, etc) in the map.  You'll see some random model skeletons around.

Starting to get far enough to where it actually resembles something that could be a game!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 14, 2015, 07:51:40 AM
Current Progress (to anybody that is listening!)

Lots of updates to the bitmap generation.  They had crazy specular values which was throwing off the lighting, you couldn't see any of the generated light map.
Finally fixed the eye coordinate problems in the lighting shaders.
Some more map units for building maps.
Some more under-the-hood physics updates (nothing hooked up yet.)
More skeleton generation and the start of model mesh generation.

There's some more code I want to clean and I'll probably put up a new version for the heck of it.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: `teh1 on May 14, 2015, 09:12:03 AM
Well, I'm sure a few of us are still lurking. ;p
Title: Re: Web-Shooter Alpha 1
Post by: Imon on May 15, 2015, 09:26:51 AM
Well, I'm sure a few of us are still lurking. ;p
I do for sure 8)
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 15, 2015, 12:31:44 PM
This new project -- it's coming along fast -- but it's also going to take a while, and I don't really want to launch it without enough browsers being capable of ECMAScript 6, just so I can do it with classes and modules and other nice stuff.  So thanks for sticking along and lurking :)  It'll be a while though!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 27, 2015, 06:56:32 AM
I updated the project again.  Not a lot to see, but the beginnings of monster model generation (just a bunch of primitives around a distorted skeleton) and some skin texture and simple face generation.  Implemented a lot of the live map entities stuff -- nothing showing yet but that gets me ready for actual physics and monster movement.  A ton of internal changes to shore up some code, and a bunch of bug fixes.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Imon on May 27, 2015, 10:16:28 AM
how do I move up/down? right now I can only move horizontally
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 27, 2015, 11:50:37 AM
Page up/page down and home/end for move up/down and look up/down.  Next version I'm going to hopefully have real physics and that will be a thing of the past.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Logan on May 27, 2015, 11:14:09 PM
Page up/page down and home/end

Whh... bhh? HNN? Whoooooooo

Those aren't real keys. I've never seen those before
Title: Re: Web-Shooter Alpha 1
Post by: Imon on May 28, 2015, 01:35:31 AM
Page up/page down and home/end

Whh... bhh? HNN? Whoooooooo

Those aren't real keys. I've never seen those before

I think they're for Windows. I'm still on a Mac, though ):
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 28, 2015, 05:58:31 AM
Page up/page down and home/end

Whh... bhh? HNN? Whoooooooo

Those aren't real keys. I've never seen those before

I think they're for Windows. I'm still on a Mac, though ):

It's a laptop/desktop thing, I know, all that will be fixed soon when I get real physics in!  That's all super temporary, and that's what I'm working on now!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on May 28, 2015, 06:14:27 AM
I just changed the code to be -/= to go up down and [/] to look up/down.  Eventually that won't be necessary, but that was kind of dumb on my part to use desktop only keyboard keys :(

Next version I put up will have this fix!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on June 08, 2015, 12:25:54 PM
Now (finally) deep into collision and map moving stuff.  Slow going because I keep getting called away to other work, so probably not a lot of new versions until I get a lot further into it.  I at least one it workable in case somebody stumbles upon it!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on June 16, 2015, 07:56:30 AM
WIP: Better light mapping (getting up to quality of dim3 in light mapping, it's a lot of code to rewrite in javascript!)  Improved the maps a bit, going to work on more model generation and more physics.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on July 18, 2015, 07:06:39 PM
Updated!

http://www.klinksoftware.com/ws/

A lot in this one.

1. Interface is now in the webgl container, so it's faster and no html elements
2. Physics!  No gravity yet so falling is slow
3. Lots of improvements in the lighting
4. Improvements in map making (there's a lot more coming, some in the code but turned off because it's not ready yet)
5. Faster over-all

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on September 22, 2015, 05:25:42 AM
Really busy with other coding lately, but I'm able to squeeze out some time to work on this.  Probably going to go dark for a little bit as I come up with better ideas and replace things.  I think I'll just put up random copies here and there until I have something really showable.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on September 29, 2015, 05:08:32 AM
I've backed up a bit and am finding a ton of bugs to deal with.  Back in the dim3 days, I usually had canned art (so I knew the normals where right) or other pieces of hard-coded data.  Since everything is generated now (and generated into internal buffers, so you can't see it), it has to be right from the generated normals, to the generated tangent spaces, to the generated map, to the generated lights and light map to the shader, at once.  So I've taken it apart and made sure to get everything right, piece by piece.  The engine already looks a lot better now.

I took out some other pieces for now to focus purely on map generation, I was getting way ahead of myself.  That's a lot better now, too.  I a week or so, depending on time, I'll probably put a new version up.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on October 20, 2015, 02:48:13 PM
New version, for those that might stumble upon this!

It's basically a big rewrite of large parts of how things are done, but a lot of systems are now solid.  There's some light pop-in because there's usually two many lights and GLSL limitations on the browsers, but all the lighting calculations, and the normal and spec generations, are spot on.  The light mapping is stronger, and it makes pretty decent non-decorative quake style levels.

It can generate a lot of dynamic textures but picks just a couple for the map.

Sometimes it'll trap you right off, but most of the time it makes a pretty decent map.  I've really got over a number of humps and started to make good forward progress.  Anything playable is a long way away, but I'm getting all the major ideas down and working!

http://www.klinksoftware.com/ws/

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: c^5 on October 20, 2015, 07:16:12 PM
This is looking a lot better with the light maps, and the specular is definitely fixed now! The maps also are looking more interesting, though it is possible I just wasn't able to explore them as much prior to physics being added since I don't have page up/down keys.

As far as the physics goes, you may still be configuring this stuff but right now walking up the stairs feels very disorienting, and when I walk off of platforms it takes a few seconds to fall what looks like only 10-15 feet.
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on October 20, 2015, 07:57:55 PM
This is looking a lot better with the light maps, and the specular is definitely fixed now! The maps also are looking more interesting, though it is possible I just wasn't able to explore them as much prior to physics being added since I don't have page up/down keys.

As far as the physics goes, you may still be configuring this stuff but right now walking up the stairs feels very disorienting, and when I walk off of platforms it takes a few seconds to fall what looks like only 10-15 feet.

Yup, the physics are just placeholders right now, just so I can get around the map.  I might drop back and work on that a bit, but I want to get further into map creation and then model creation.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: `teh1 on October 22, 2015, 08:44:14 AM
Takes >9000 seconds to load, though...
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on October 22, 2015, 10:44:01 AM
Takes >9000 seconds to load, though...

Yup, almost all of that is in light map generation.  You can turn that off in the script (I do when testing.)  Eventually that'll be an option.  There's just no way around ray tracing every pixel of the map!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Imon on October 23, 2015, 07:03:39 AM
Nice! Is there a way to make the shadows less dark? Half as dark would be enough imo. Nice process!
Title: Re: Web-Shooter Alpha 1
Post by: c^5 on October 23, 2015, 05:44:37 PM
I'm curious--how are you handling culling? I've noticed a few glitches where rooms are culled out that shouldn't be, but for the most part it seems to be working pretty well.
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on October 24, 2015, 10:18:06 PM
Nice! Is there a way to make the shadows less dark? Half as dark would be enough imo. Nice process!

There a settings.js that has all the settings -- one of them is the ambient, which will effect that.  Nothing is exposed to the outside user unless they actually edit the files.  It's so early and I'm still figuring out how to do things that I haven't even thought about that!

I'm curious--how are you handling culling? I've noticed a few glitches where rooms are culled out that shouldn't be, but for the most part it seems to be working pretty well.

Right now, just frustum culling.  The maps aren't complex enough to get slowed down by anything else.  All the normal information is there so I can do a bunch of other things, but I'm still just feeling my way through this thing so I haven't gotten that far.  Generating trees would be cool but doing the light mapping is slow enough as is!

Since this version I'm improved some of the textures (there's more variations for some), and just now mostly working on trying to get a good creature skeleton, mesh, and textures going.  I have some early stuff but it's comically awful :)  Then I'll have to figure out how to do generated animations, then meshes for weapons, bullets, etc.

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on October 24, 2015, 10:20:13 PM
Actually, that's probably not culling you'll seeing -- what you are probably seeing is the limited amount of lights I can have in a scene -- so rooms are dark until you get close enough so that light falls into the # of lights in a scene.  I've actually fixed this, now it ignores lights outside the light cone that are in a 180 degree radius behind you.  It won't be perfect, but that eliminates most of that lighting pop-in.

That's another problem with auto-generated maps.  Normally you'd control lights and have corners and stuff to work around those things!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: c^5 on October 25, 2015, 10:46:47 AM
Oh that makes sense--have you considered deferred rendering? If you just rendered each light as a post pass you could probably render a lot more lights simultaneously, I bet the naive implementation without any of the clever tile based optimizations or such would be enough to solve the problem.
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on October 25, 2015, 07:49:51 PM
Oh that makes sense--have you considered deferred rendering? If you just rendered each light as a post pass you could probably render a lot more lights simultaneously, I bet the naive implementation without any of the clever tile based optimizations or such would be enough to solve the problem.

It's something to investigate in the future!  Want to get somewhere with monster mesh generation first, and this is a whole new puzzle to figure out!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on November 06, 2015, 06:26:41 AM
So I'm officially on to generating models now.  Not doing a lot of coding, and everything I do I pretty much throw away and try again.  Got some ideas, just have to find the right one.  Still a lot to go on map generation, obviously, but I want to get another major system in there.  So, in a while, probably a good while the way this is going I'll have something else with generated monsters in it.  Then generating guns and projectiles (that should be easily, they are less organic.)

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on November 16, 2015, 06:06:21 AM
My idea seems to be working, so now I'll move on to creating the basic chunks of a skeletal animation system!  So much low level grunt work to do at this point. :)

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on December 14, 2015, 07:34:05 AM
FYI: Got some neat stuff, but progress is slow as I'm trying to create a lot of new stuff, a lot of it experimental that gets thrown away, and I keep getting busy.  Got a basic skeletal animation system down (no animations but some canned ones for testing.)  Maybe something for holidays!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Galavant Garde on December 15, 2015, 09:09:36 AM
Looking forward to it  8) even if it's clunky at first I still want to play around with it!
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on December 24, 2015, 11:34:14 PM
Here's my Christmas present, a new version!

Again, this is super duper alpha.  Many things will change.  Since this is basically starting over there's a lot that I need to fill in that.  There's a temporary gravity now and you can jump with space :)

Other than a lot of bug fixes and other things, I've got the start in auto-generating models and large chunks of a skeletal animation system for said models.  Repeat, this is all alpha stuff.  But if you run it, you'll see a number of different monsters (all with a random number of limbs and random animations on those limbs) littering the map.  This is very rough, but I think I've found a good system to build on.

http://www.klinksoftware.com/ws/

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Galavant Garde on December 26, 2015, 01:00:09 AM
It's really trippy - the baddies kind of look like liquid metal robots.  It's all randomly generated right?  If so it's the best auto-generated map I've seen in Dim3 so far.  I remember older auto-generated maps had really weird proportions (mega wide doors, irregular number of corners in rooms, odd ceiling heights etc) but this one is pretty good!  Would be great if textures lined up better, but that's surely not a priority right now.  So far so good  8)
Title: Re: Web-Shooter Alpha 1
Post by: Logan on December 26, 2015, 01:14:48 AM
So far I only seem to get one same type of NPC (chunky dude with the cactus-lookin arms) but it's pretty exciting to see the progression of this project. Some of the generated textures end up looking really good actually

EDIT: Durr, just noticed they all have different abdominal structure and the no. of arms is variant. That's neat too.

esp. when you see this fucker with the ten different appendages

(http://i.imgur.com/sQUxgkM.png)

I love it
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on December 26, 2015, 02:13:46 PM
That's everybody!  Everything you see is super early stuff so (hopefully) it'll all be 10 times better before it gets closer to beta.  I think I'm going to step back and work on some optimizations as I've got a lot of system at least started, it's time to look at speed ups.  The one that really worries me is light map generation; that's just slow and is usually one of the slowest part of map creation in other system.  We'll see!

[>] Brian
Title: Re: Web-Shooter Alpha 1
Post by: Imon on December 28, 2015, 06:52:57 AM
simply awesome
Title: Re: Web-Shooter Alpha 1
Post by: ggadwa on December 28, 2015, 10:08:51 PM
One of the big reasons for this project is to try out all the new ecmascript 6 stuff.  A lot of it is supported but a lot isn't, and I'm thinking that I might have to stick with Chrome for a while as it represents the best supported features.

[>] Brian