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A realtime duel?
#11
Wow, this game is fun...I'm looking forward to play the full version....I'll shot 'em all...
B 4 EVER
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#12
wow! great smooth engine... very well done! can't wait for the next build Smile
[Image: jocke.gif]
Website: http://jocke.phatcode.net
"Some men get the world, other men get ex hookers and a trip to Arizona."
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#13
Quote:quick note that blitz i'm sure will point out later: if you're using real mode in dos with pascal you can use ugl!

Is UGL available for Pascal? I had no idea... Well anyways, with the vsync off, it's blindingly fast just using Rel's sprite code... that and the asm screenblt code are the staples of the engine. I'm not all that concerned with speed at the moment.

Although I might be once I start updating and mask-checking dozens of projectiles and particles each frame... I just finished writing a proper mask trace algo. It's mostly for the projectiles that move really fast, but also fixed that problem with the characters falling through the floor.

The goal of the project is two-fold, really. My graphics guy and I both want to create as much eye-candy as possible (he's bugging me for animated tiles), but we also want to make a classic-feel game that's actually fun to play... not sure if we'll meet that second one, but the explosions he's drawing look pretty nice.
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#14
Put a thousand particles there and it would run full speed on a 166.


LOL

Whooaaa!!! that's a new DL right. I don't have that martian.:*)

I'll DL it.
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#15
Quote:Put a thousand particles there and it would run full speed on a 166.
[Image: drool2.gif]

Quote:Whooaaa!!! that's a new DL right. I don't have that martian.:*)

Actually, you probably do... try pressing +,- (the ones at the top of the keyboard...) That is, however, a new download, yes.
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#16
Quote:Put a thousand particles there and it would run full speed on a 166.

Heh, it crashes from being out of memory after ~6500 particles. lol. Check this out:

http://www.angelfire.com/wizard/pigeonca...rmark.html

New screens, and a new download. Not very playable, though, because of balancing problems.
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#17
Good stuff! The homing missiles rock. I was able to test out the 6500 particle limit, too. :wink: (Two guys shooting Homers at each other.)

Quote:Runtime error 203 at 0000:1ACE.
particles: 7920

Doh!
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#18
Quote:Good stuff! The homing missiles rock. I was able to test out the 6500 particle limit, too. :wink: (Two guys shooting Homers at each other.)

that was how we tested it too... it chokes down a lot speedwise after the first couple hundred. Every cycle it's performing several floating-point operations on each particle, and quite a number more if it's a masked (non-decorative) one.

I'm learning a bit of ASM, now, tho, so I'm going to look into some optimization for that translucency effect.
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#19
Translucency? You could try what I did sans Bmaps, but ion a gradient..:*)
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#20
Quote:Translucency? You could try what I did sans Bmaps, but ion a gradient..:*)

bmap = a colour map?, just a list of what colour goes to what? Yeah, but it can take a bunch of memory... and I probably won't try to do the full Tyrian-style translucent explosions.
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