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Messages - AaroneusTheGreat
16
« on: September 22, 2012, 07:10:05 pm »
Moreover, you have to be able to look up and down, which all the raycasting engines that I know don't support. So I think that I will keep my 3D engine for now (which isn't far from a voxel engine).
There are techniques in raycasting that allow for looking up and down and even changing the pitch/roll too. They are fairly complex but they still have major advantages over traditional 3D rendering. Especially when it comes to speed, and the ability to alter the map realtime, due to the nature of the map data. You can treat the map as a giant rectangular prizm to make things easier. I really need to find that tutorial that covers all of these things, it might be helpful to you in the future with this project, you can use some of the techniques for other things in the game possibly.
17
« on: September 22, 2012, 06:13:57 pm »
Recently I started a Folding@Home team to keep track of the progress of my points when i was running the clients on my Beowulf cluster. Later on the team developed into a calculator community team which also has some cooperation from people at UNCC. The team is getting very close to breaking the 2,000,000 point milestone! We now are 2,717th place in the world! (according to the official count, not the live count, which is at 2,709th place) We outrank several major universities, we even outrank Wikipedia in protein folding work completed. Here's the team pages: http://fah-web.stanford.edu/cgi-bin/main.py?qtype=teampage&teamnum=213973http://folding.extremeoverclocking.com/team_summary.php?s=&t=213973I would really appreciate anyone who would like to join and help with the project. Please visit http://folding.stanford.edu to download the client and join the team! Please make sure to join team 213973Please help me also congratulate Leafy, Shimbs, Alberthrocks and Jacobly for joining the team and contributing to the project!
18
« on: September 22, 2012, 05:19:15 pm »
That's fine, I'll talk to Buckeye if i have any questions then. Thanks. I can't promise I'll be able to devote a lot of time to this either due to my other research and projects, but i don't want it to die so I'll do what I can. Expect a slow trickle of progress at best. I need to focus on completing DOA a bit more than on this.
19
« on: September 22, 2012, 04:42:26 pm »
lol! I've done stuff like that before, but never to anyone i knew. I often go armchair traveling in Paris and Montreal with the use of city traffic cameras and networked security cameras with weak passwords and such. It's quite fun. The best ones you can zoom, turn on night vision, rotate/tilt/pitch and focus. edit: For those interested in this hobby who don't want to use it to stalk people: http://www.webcamvue.comHere's one from a town right down the road from me. http://www.opentopia.com/webcam/12003
20
« on: September 22, 2012, 04:07:31 pm »
I think i'd like to play around with the gWabbitemu. It'd be a good linux programming learning tool for me. Please don't kill it! [edit] Ok so downloaded Mercurial and cloned the source repository to my laptop. I started poking around in the code to make sure it wasn't too foreign to me to be able to work on it. I think I can do it, but I am going to need some help learning some stuff about how the emulator works on the inside, it makes sense mostly, but some things could use some more comments. I would really appreciate any time you take commenting the code for me.
21
« on: September 21, 2012, 10:50:38 pm »
You're right, traditionally they aren't designed for it, but using the sector system to your advantage, you may be able to get away with it. Now a standard orthagonal raycaster is very well suited for dynamic maps, if you can use the other raycasting techniques with it, and avoid the bsd tree entirely, you may be able to use a raycaster to do it all. Take a look at the raycaster that was used in the port of Doom for nSpire (not the source port, the full rebuild) and you'll see what i mean.
The Voxel idea sounds like the best one yet. it would really be well suited for this style of game. I suspected for a while that the original used a mix of voxel rendering and polygons, but i don't know for sure, it looks suspiciously like that.
22
« on: September 21, 2012, 10:06:58 pm »
After that will you add the ability to be able to place +destroy blocks (maybe jumping too)
Adding and removing blocks is off course the next item on my todo list But it requires 3D raycasting, and I don't know much about that... I'll do research this week-end...
You should look into how raycasting is done for drawing maps in a raycaster (only the ray cast, not the drawing), then try to add the third dimension. This will be the easyest way, and it's fully possible because of the block-based world. Raycasting as used in 3D computer games often uses more complex calculations and search for polygons, which would also make it harder to use.
Raycasting is actually a polygon-less system. It usually treats the world as blocks and then renders the blocks based on a vertical slice scheme instead of polygons. It was a way to avoid the 3 dimensional calculations and stick with 2d calculations. It cut the processing by orders of magnitude. Look up the original raycasting scheme used in Wolfenstein for an example, and a more complex version is used in Doom called a BSD tree Raycasting engine. Someone described one earlier, BSD tree engines use a sector system to cut down the calculations. The sector system in addition to raycasting's nature takes care of all the backface culling for you, due to the math, and it also culls the blocks that are out of your range of vision. There's really nothing stopping you from using a BSD tree engine instead of a full 3d engine in this type of game, because everything is made of right angles anyways (orthagonal i think?) and raycasting is best suited for blocks that have only right angles.
23
« on: September 21, 2012, 08:16:57 pm »
Sweet! Thanks! Remember to join team 213973 !
24
« on: September 21, 2012, 03:01:51 pm »
The Crysis thing may be doable but it would probably require a lot of work to get it to run as an SMP application as many games and such are timed based on real-time clock oscillators, this is due to modern machines being much faster than is necessary to run most games. SMP relies on parallel, mostly precomputed data sets. So when something is event based, pretty much all that can be done in the background through SMP would be things like rendering non event-based graphical data. UPDATE: The team is about to break 2,000,000 points!! We also now outrank some prestigious universities and some major groups in the world. Current ranking: 2,713 / 215586 We now out rank: Oregon Institute of Technology Auburn University Unixheads folding group (major unix enthusiast group) Hardin-Simmons University Robert Morris University ACM Wright State University The most amazing thing of all WE OUTRANK WIKIPEDIA!!!! http://folding.extremeoverclocking.com/team_list.php?s&t=34485#34485
25
« on: April 22, 2012, 12:47:05 pm »
Art_Of_Camelot: Cool deal. I hope you enjoy it! Progress Update: I added a little feature that when the marquee isn't displaying a message, it will now display the current time. This is the system time, same as the clocks on the wall in the game. Now you always know how much time you're wasting playing my game! Also I've been spending quite a bit of time picking through the code and optimizing things as well as documenting the code really well. Documentation is a pretty big task, I just totaled up the lines of code I've written, I was blown away. 11,059 LINES! And that's the current version. I've rewritten many sections of the game too!
26
« on: April 19, 2012, 11:20:01 am »
Thanks! I did send it, I have a feeling your spam filter got it. I resent it to you just now. Let me know if you don't get this either, then I might be doing something wrong. Progress Update: I found and fixed a really bad bug today. It was a bug that caused an actual crash, so it's good that it's gone .
27
« on: April 16, 2012, 09:45:21 pm »
The credit for the font goes to David Randall. He designed them and wrote the function for drawing them to the screen. I was focusing on gameplay stuff at the time and he volunteered to do the font stuff. Several people's hands have been at this game besides my own. All of which will be mentioned in the credits/readme when it comes time to release the game.
28
« on: April 16, 2012, 11:42:36 am »
Thanks guys, here's a screenshot of the current little detail I added. When you die in the minigame, there is now a screen telling you how many rounds you survived.
I can't really do animated screenshots right now, I've had trouble with CalcCapture lately.
I'm working on a few other details right now, but they're not really visible things at the moment. Mostly internal bug fixes. As it is there's not really any major bugs. I haven't been able to make the code crash, but there's some quirks here and there I'm working out. I'll keep you posted if I make any more progress.
29
« on: April 15, 2012, 01:10:39 am »
Good to see you as always too DJ.
Progress update:
Well I made a little progress. I've got the story mode game saving/loading working 100% now, but in the process I decided it was best to take away the ability to save during the mini-game. It kind of defeats the purpose of the mini-game to be able to save, the object is to stay alive as long as possible.
I'm also working on fixing a little feature that got broken during the major rewrite. When you kill a robotic enemy, they are supposed to drop items, but it's not working quite right. When they do drop the items, you can't pick them up for whatever reason. I'm probably missing some minute detail, but haven't figured out what that could be yet.
Next on the list is more levels and tasks. I'm open to suggestions as to different types of tasks to accomplish to make the game more dynamic.
Hopefully there will be more to come soon! I am trying to focus on getting something significant done each week with this, we'll see how well it goes. :p I'll let you all know when I do though.
30
« on: March 26, 2012, 10:25:23 pm »
PROGRESS FINALLY:
I now have the save/load feature working as long as you save/load while the game is already running. Now the task is to get it working for when you start the game up and want to continue from where you left off. It's proving difficult due to the large amount of data that has to be stored/recalled and not have any of it screw up a sequence in the loading. To give you an idea of the amount of data that needs to be stored:
Saving the game on the first level generates a save file of 15295 bytes.
That's a bit more than half of the entire ram of a ti-82. This game has a ton going on internally.
EDIT:
Turns out, the loading is pretty quirky. It works in certain situations, but there are problems in other situations. I have some ideas on how to fix it though, so I may have a solution before too long. We'll see.
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