About Monkey 2 › Forums › Monkey 2 Projects › Doom Research Download for testing
This topic contains 11 replies, has 4 voices, and was last updated by
AdamStrange
1 year, 9 months ago.
-
AuthorPosts
-
July 2, 2017 at 1:21 pm #9087

https://adamstrange.itch.io/techdemo
Here is the first prototype showing the very basic concept and giving a quick look at work in progress.
downloads for both MacOS and Win, so let me know your thought, etc
The engine is completely custom written in monkey2 along with the 3d – downloadable in the code archive
July 4, 2017 at 2:55 am #9116I tested the program. Looks that it runs great.
July 4, 2017 at 5:41 am #9117excellent new. thanks. I’ve been busy with the 3d side of things – just optimised the rendering so that the models are cached and sent only once to the renderer – before it was partial, the models would be resent if a different model was used.
July 4, 2017 at 8:21 am #9121Cool!
OT – Any news on your Elite style game?
July 4, 2017 at 8:36 am #9122You upload them to the GPU right as VBOs (though in modern OpenGL this is the only way) or there’s another more advanced technique?
July 4, 2017 at 9:21 am #9126yep. upload through VBO’s. in this case I am tracking the 3d object calls. then I cycle through those objects that have been called to render, and render them in one go ( sending the vbo data once and just amending the matrix, so only one copy of multiple models is sent)
@therevills Currently dev is stalled on that one. I got so far with the universe/systems and planets. got so far with the ships and what could be don with them. It was the final part about how to deal with the actual ‘game’ part where it crashed and burnt. My thoughts were to do a low poly version of elite, with the 3d space view (realtime). The other guy (Mainsworthy) was more interested in a flat turn based solution.
Here is the interesting thing – turn based is good, but I am not the best person to do it as I don’t really like that sort of thing and have difficulty in working out how it all fits together. The realtime elite style would be very simple to do, but would be competing against very high AAA looking games with fantastic engines, etc. I would need to find a good way to do so it would give people a reason to play.
Any suggestions?
BTW the elite stuff was good at creating the 3d stuff though – the doom 3d stuff uses the base 3d renderer I created for the elite stuff…
July 4, 2017 at 11:59 pm #9134> sending the vbo data once …
This technique reminds me of a batch renderer, where each drawing call is adding vertex data to the vertex buffer. However this optimization looks very interesting because you can save lots of data.
July 11, 2017 at 7:58 am #9252second version for testing is now available. this has basic particles, collision and initial vertex map editing:
https://adamstrange.itch.io/techdemo
Gret to get some feedback on how it works, and your thoughts?
July 11, 2017 at 10:18 am #9253It works here. WIndows 10 on amd a8 laptop.
Not much to do in the demo so I closed it pretty quickly (was there a editor in there?) The stairs was pretty neat. I got stuck for a while until I figured out the controls. I would like to see some larger maps. (maybe a maze with some rooms ?)
Also on the beginning I was confused as it was all wireframish.
July 11, 2017 at 10:50 am #9255@Paks did you fire (space) and check the particles?
July 13, 2017 at 10:27 am #9293Yes, I have seen the particles. Seems to work allright
I just tried it again. The ‘x’ command does not always work here. Sometimes it works and sometimes it does not.
July 13, 2017 at 10:34 am #9294no problem – will get it looked at
-
AuthorPosts
You must be logged in to reply to this topic.