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Omnimaga
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Half Life 2: On-Calc
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Topic: Half Life 2: On-Calc (Read 77685 times)
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meishe91
Super Ninja
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Posts: 2946
Rating: +115/-11
Re: Half Life 2
«
Reply #105 on:
March 26, 2010, 06:19:38 pm »
Ya, I've noticed that too. I just always thought it was the emulator trying to mimic the screen bounds.
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2
«
Reply #106 on:
March 26, 2010, 07:16:52 pm »
strange
Oh well, at least we still can see how the game looks like so far ^^
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Builderboy
Physics Guru
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Would you kindly?
Re: Half Life 2
«
Reply #107 on:
March 26, 2010, 07:28:52 pm »
Yeah and its looking very nice! I'm really eager to see the movement code you have come up with ^^
«
Last Edit: October 12, 2010, 03:47:44 am by Builderboy
»
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SirCmpwn
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Re: Half Life 2
«
Reply #108 on:
March 26, 2010, 07:34:43 pm »
Thanks! I'm not giving away code just yet, but I will show off the actual movement as soon as I get more objects implemented (that way it will be more impressive
)
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Builderboy
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Would you kindly?
Re: Half Life 2
«
Reply #109 on:
March 26, 2010, 07:37:25 pm »
Mmmm yeah i didnt mean code, i just wanted some eye candy
Cant wait!
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SirCmpwn
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Re: Half Life 2
«
Reply #110 on:
March 26, 2010, 07:41:02 pm »
As soon as I get the gravity gun implemented I promise I'll post a screenie.
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DJ Omnimaga
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Re: Half Life 2: On-Calc
«
Reply #111 on:
April 01, 2010, 07:14:32 pm »
* DJ Omnimaga wonders if you had any luck with this, hoping for more updates soon?
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ztrumpet
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Re: Half Life 2: On-Calc
«
Reply #112 on:
April 02, 2010, 11:34:38 am »
This is a neat project!
* ZTrumpet hopes for more updates too...
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Raylin
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Re: Half Life 2: On-Calc
«
Reply #113 on:
April 02, 2010, 01:31:09 pm »
*Raylin thinks about making Garry's Mod
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SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #114 on:
April 02, 2010, 04:45:29 pm »
I'm thinking about having support for mods
Also, I have been working hard on it, it took me about 30 minutes of hard thought to figure out how to do collision testing with compressed maps.
You can expect more updates and screenies in the next few days.
Also, within the next week, you can expect the game engine to be released for use in your own games, featuring:
*Compressed Map Support
*Full Physics, including Buoyancy
*A Graphics Engine
*More stuff that I can't think of atm.
EDIT.
^ Who's been modifying my posts! Raylin?!?!
«
Last Edit: April 03, 2010, 11:19:19 am by SirCmpwn
»
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Builderboy
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Would you kindly?
Re: Half Life 2: On-Calc
«
Reply #115 on:
April 02, 2010, 06:21:14 pm »
Wow, boayancy? Thats going to be epic ^^ Its like an entire physics library
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #116 on:
April 02, 2010, 06:23:10 pm »
nice, I like these features, especially compression. I can't wait for screenshots!
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SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #117 on:
April 02, 2010, 07:06:44 pm »
Compression uses BuilderBoy's method, which compresses tilemaps down to half their size, only with some added features. For example, in order to keep with compressed tilemaps and to still support a large number of tiles, I have a tile set system. For example, you shouldn't need more than 16 tiles per screen, but you may want more than that in general, so I have it set up so that each map can use a different set of 16 tiles, if you so wished. His method is also quite complex, I added several helper methods that take care of common tasks that involve complex math.
The engine also uses 64 times the precision (also stolen from BuilderBoy, sorry), so that movement can be signifigantly smoother. It uses inertia based movement, where you can request to move an object. What this means is that the physics engine works its magic in the background, updating objects smoothly with all the calculations, and you can request a change. This lets the physics engine remain streamlined in the background and gives the programmer the ability to change a little bit, while letting the engine apply the change how it sees fit. That way, you (as a programmer) don't have to worry about the differences in friction and such between different situations.
The graphics and the physics are closely tied together. The engine uses a list of objects that it is keeping track of, and the graphics engine reads from this list and uses it to draw objects as well.
Another amazing thing about the game engine is its efficiency. The game engine actually runs way too fast, and it is forced to pace itself. The good thing is, however, that it does so dynamically to avoid getting too slow. What this means is that if it starts to get stressed, and has a lot of object being updated at the same time, it reduces the amount it inhibits itself to allow the updates to be seamless, regardless of the number of on-screen objects. It also speeds itself up on older hardware, such as the 83+ vs the 84+.
Also, I promise you this project exists, I just don't want to post half-baked screenshots just yet. As you can tell from the above, there is some pretty complex stuff going on, I want to get it all nailed down before I show off before. To be completely honest, I didn't really want to show the last screenshot for this very reason, I just saw a lot thirst for more from the community.
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Half Life 2: On-Calc
«
Reply #118 on:
April 02, 2010, 07:31:36 pm »
wow nice, I really am curious about trying it at one point. :O
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ztrumpet
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Re: Half Life 2: On-Calc
«
Reply #119 on:
April 02, 2010, 07:46:13 pm »
Wow, this sounds awesome! Good luck on it!
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
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Half Life 2: On-Calc