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Messages - ggadwa

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31
dim3 Versions / Re: Web-Shooter Alpha 5
« on: November 17, 2016, 07:54:20 AM »
FYI:

So things are moving right along with v2.  Firefox finally implements the new webaudio API, so that gives me chrome and FF.  Still waiting for modules, and webassembly looks really promising.

So I'll tool away (it'll be a LONG time before I see enough updates in browsers to get to where I want it to be) but the future is looking bright.  Module support is my next big change whenever it hits in both FF and Chrome (Safari really needs to catch up in some areas.)  Then when webassembly matures, I might start back-porting some stuff to C and then using that as webassembly, which will speed everything up.

[>] Brian

32
Idle Chatter / Re: Hello!
« on: November 17, 2016, 05:52:36 AM »
There's no game files, everything, bitmaps, sounds, are auto-generated.  What's up there now is kind of first try, I've rewritten most of it but not ready to show anything new yet.

[>] Brian

33
Idle Chatter / Re: Hello!
« on: November 16, 2016, 08:58:43 PM »
Galavant Garde above is.

I'm working on a new auto-generating (everything) engine, showed a version of it a while ago but redoing most of it, as it's a learning experience and something nobody has successfully done yet.  And waiting for browser to catch up to ES6 :)

[>] Brian

34
dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 23, 2016, 01:15:17 PM »
The state of the web audio API is really awful right now, I swear every browser maker is using completely different math, and the spec actually has every playing sound relative to the listener, so if only the listener moves, you have to move all the playing sounds.

That said, the chaining of audio units is nice.

They replaced how they are going to do panning multiple times, and at this point I have no idea where any of the browser vendors are as they've all made and re-made the panning multiple times.

I repeat: mess :)

[>] Brian

35
Idle Chatter / Re: new Zombie game :-)
« on: September 22, 2016, 04:59:11 AM »
I just spent a minute and checked it out. A few of those vertex shader params might not be present in Dim3... tangent and bitangent...

They should be there.  Couldn't do bumps without them.

[>] Brian

36
dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 19, 2016, 08:08:08 AM »
I've finished the redo of textures.  There's still a lot of work to do to create new random types of textures and more variance, but not the textures are all "classed" into different chunks of the map; those classes will always share a similar tint and so chunks of the map, like walls and pillars, will be within the same color scheme and same texture "looks", same for floors and platforms, and then ceilings, and then map decorations, like boxes and shelves and such.

While there is some high color bright stuff (I'm trying to be really random, not just your regular grays and browns) it works well together because the tints cover the map across classes of textures and the map gains a "look" instead of the crazy quilt it was before.

Next step is the redo of how the map generates.  The base is there, but I'm going to change the algorithm to make maps that are linear instead of blobs (i.e., have a path, like all modern shooters.)  When most people make maps, they usually start with a path and build the map around it, and it'll never make a good shooter if it's a giant blob with enemies just everywhere.

Then that will influence monster placement.

[>] Brian

37
Idle Chatter / Re: new Zombie game :-)
« on: September 19, 2016, 06:50:14 AM »
You should be able to do displacement or parallax with a shader...

Yes, you'd have to write a new shader, though, and make sure you had enough geometry in whatever you were looking at to displace, so it's a bit costly.

[>] Brian

38
Idle Chatter / Re: new Zombie game :-)
« on: September 16, 2016, 01:22:48 PM »
That's really atmospheric!

[>] Brian

39
dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 13, 2016, 05:15:26 AM »
So I'm finally freed up enough time to get back to working on this, if anybody is still here!

I feel like what I've done (as I said, experiment to see how possible it is) as phase 1.  Now I'm going to take what I learned there, and re-apply it to phase 2, which will have a good bit of rewritten code in the generators.

Goals from phase 1 are:

1. More random, but more of a actual playable map, which means less a blob and more a collection of rooms and choke points
2. More randomness is textures

As far as I got with phase 1, everything, which random, had a very small limit of things that would be generated.

[>] Brian

40
dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 29, 2016, 05:38:27 AM »
Wood doesn't have to be a wacky color to be unique - tons of things can be varied, such as plank width, length, grain size, grain depth, nails or no nails, color can be more reddish or less reddish, more saturated or unsaturated, can be oriented diagonal or latitudinal... just stuff that comes to mind

True!

[>] Brian

41
dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 26, 2016, 11:57:25 AM »
FYI

Finally, some time!  I've been thinking and re-evaluating the code here and there, and I think I'm being to cautious.  For instance, when generating textures, if I generate something wood like, I have it randomly pick colors in the range of browns.  For all intents and purposes, it makes all the wood look the same.  And I try to restrict certain textures to certain types of objects.

While this makes a more regular type map, it also tends to make the same things over and over.  Who cares if the wood is lime green?  Or has randomly spaced wacky boards?  Or it's on a stair case?

Basically, I need to stop being restrictive and make it as random as possible.

42
Idle Chatter / Re: new Zombie game :-)
« on: August 26, 2016, 05:13:23 AM »
Slowly adding stuff. I know the zombie's triangular shoulders need desperate attention, and the enemies need new models (they're from Ronja over 4 years ago built using MeshWorks) but that's coming

Wow, meshworks!  That's where this journey started for me, I think I used a penguin model from them as a test model ... last updated in '03 on their website.

[>] Brian

43
dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 13, 2016, 09:31:04 PM »
Right now it's "can it be done" and I still feel like I'm doing a lot of cheating.  It's sort of a sandbox where I can experiment with ideas for generating content.  Eventually, a game, and maybe an engine.  I just need to clear more time right now!

[>] Brian

44
dim3 Versions / Re: Web-Shooter Alpha 5
« on: August 12, 2016, 08:16:43 PM »
I just realised what this reminds me of.  No Man's Sky!  Obvs a little different, but you've got an algorithm that generates maps and enemies and textures and stuff, which leads me to my question:

Is it possible to get your web shooter to generate areas on the map on the fly so that as you approach the end of a particular area, it starts generating a new one?

Certainly, but right now, the light mapping is SLOOOWWW and it's probably never going to be fast.

[>] Brian

45
dim3 Versions / Re: Web-Shooter Alpha 5
« on: July 29, 2016, 12:25:51 PM »
I have so much I want to do but I'm completely stalled by life!  Hopefully in a while I'll have new progress.

[>] Brian

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