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mattt360

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Posts posted by mattt360

  1. You do realize that practically anything at all would've been better than the one repeated texture you have, right?

    hmm.... yeah I think I'll change the screenshots. I found a really good texture lying about (I'm not good at making models and I cant add proper UV maps to the one I already have)

    but I cant change them untill I fix this bug that makes sonic's angle go all weird (I think I have a sin() where the should be a cos()...).

    Fog would be good in those screens too, I cant see any depth.

    I couldn't see the depth either, and I was wondering how to make the depth more obvious. thanks.

  2. You know, saying your stuff is the best stuff out there is a GREAT way for it to be picked apart. Those screenshots aren't going to help anything, either.

    I'd have waited to post a demonstration before i called it the awesomest thing ever. From the looks of your screenshots it looks like SRB2 with an Advance Sprite and eyebleeding textures.

    Well, its just that everything for GM sucks :P

    Anyway criticize me all you want. (Thinks of that awkward zombie comic)

    Oh and I had no good textures (well, no good textures that made sense in that level) on me, and I personally HATE SRB2 (bad edit of a good game).

    Anyway soon I'll release a video, just tell me, what codec should I use? I'm no good when it comes to codecs.

  3. Yeah, but who cares if it's new for GM. GM isn't really an especially useful tool for making 3D games.

    Also, there is nothing inherently fast about .d3d format. Maybe in the context of GM, running in Direct 3D mode is comparably fast to whatever software driven bullshit you could use...

    So yeah, what I'm really wondering now is what would possess someone to actually think GM is in any way a suitable tool for making a 3D game. I mean, no matter how much functionality you can add to it, it just isn't made for 3D game development. You'll always be limited in some way or another and I'm sure 3D level design is utterly bunk in it.

    .d3d models are faster then having 1000s of objects for a level all drawing 3D boxes, or even just 10 objects. no 3D GM engine out there has models in D3D, leaving this the fastest one out there. just because there are no good engines for GM doesnt mean its impossible. there's few good next-gen sonic games, but does that mean Sonic 4 (the official SEGA game, not any fangame) will suck, too? no it does not.

    GM will never be limited, even if you have to go as desperate as writing your own .dlls in C++.

  4. EDIT: Oh wait, I'm getting ray casting and ray tracing mixed up. In any event, I don't see how this is a big deal since you know... if it's the fastest method to do 3D collision detection, it's already in use pretty much everywhere anyway. But is it? I don't know. My 3D experience is kind of limited to playing with already made stuff. But to the best of my knowledge, Ray Casting is nothing new...

    EDIT MORE: Well, I've done a little research and a little recollection... one of the things I remember using ray-casting for was like... bullets. Since they travel a large distance per frame and what not it makes sense to have a bullet cast a ray between the two positions it goes in order to see if there should have been a hit. But for the purpose of just generic collision detection, I'm not really seeing the point.

    Ray-casting lets you 'shoot' a 'ray'. You set the x, y and z location and the x, y, and z direction of the ray. The ray will return how far it went for until a collision. no GM sonic game has raycasting, let alone a open-source sonic engine. This is new for GM. Anyway, why have raycasting?

    1. the levels are now .d3d models, you dont use the level editor. the level editor is 2D anyway. 2. Raycasting is smoother.

    3. .d3d models can easily be more complex then rooms.

    4. .d3d models draw faster then normal.

    Can't get any better if you ask me.

    If you are wondering how I use raycasting for physics, well, since I can check for collision with the level I can shoot a heap of rays, do some trigonometry and I have his direction. then, with his direction and using some more trig. I can get the new xspeed yspeed and zspeed. as you can see, its all about the rays.

  5. By the topic title I almost expected to see Sonic without arms, legs, and a neck with the newly gained ability to throw his fists a good 10 feet away from his body only for them to boomerang right on back.

    :P nah its ray for raycasting, not rayman. good idea though *steals*

  6. well, with the conversation on 'what does raycasting do?' I'm using raycasting to figure out what angle he is on, and to check for collisions (so I can go up ramps thanks to raycasting). raycasting if the fastest way, and pretty much the only way with d3d models (yes the levels are .d3d models, something new hmm?)

    also with the levels being .d3d its obvious sonic will be a model too. I've been having problems getting a model to load into GM. if anyone has a 3d sonic model with correct UV in .obj, .3ds or .d3d please let me know.

    EDIT: I added to the original post saying I would release the source since I noticed I never said that.

  7. Well, I couldn't find the right topic for this, so I used this one. if this is the wrong one please move it (if you have the ability).

    Anyway, what IS RAYSONIC? well, its a 3D sonic engine I am making. What makes this better then the rest? well, unlike most other 3D sonic engines, this uses raycasting.

    I am not releasing any playable demos of the engine untill the whole thing is finished. You are probably wondering if I am lying or not. Well I am not. My proof? Some screenshots:

    screenshot100u.png

    screenshot101h.png

    screenshot102p.png

    screenshot103g.png

    As you can see there are platforms ramps and walls. in the final there will be walkable walls, loops, etc. anyway as a final detail, the engine is made in GM. I will release the engine's source to a few select forums (SFGHQ is one). then, later I will also release it to YoYo Games.

    • Like 1
  8. ok...variable jumping? you mean like in 3D games how they make players jump?

    you just need three variables-players value, speed value, and gravity, witch ill name z, zspd and grav.

    now, z is the players height.

    if the player presses space: zspd=(put vertical speed here)

    constatly:

    z=z-zspd

    zspd=zspd-grav

    now, you'll just wanna change all the z to y

    well, i hope i helped, let me know if that dont work.

  9. uhmm...i have a poblem.

    the physics engine uses .shm files for the levels.

    the shm drawing code i made dont work

    here the drawing code is:


    //this should draw the .shm
    d3d_set_culling(0)
    {
    globalvar xs ys zs;
    while (not file_text_eof(argument0))
    {
    bitmap=file_text_read_string(argument0)
    drawtex=background_add(bitmap,0,0,1)
    d3d_primitive_begin_texture(pr_trianglefan,drawtex)

    xs=file_text_read_real(argument0)
    file_text_readln(argument0)
    ys=file_text_read_real(argument0)
    file_text_readln(argument0)
    zs=file_text_read_real(argument0)
    file_text_readln(argument0)
    d3d_vertex_texture(xs,ys,zs,1,1)


    xs=file_text_read_real(argument0)
    file_text_readln(argument0)
    ys=file_text_read_real(argument0)
    file_text_readln(argument0)
    zs=file_text_read_real(argument0)
    file_text_readln(argument0)
    d3d_vertex_texture(xs,ys,zs,0,1)


    xs=file_text_read_real(argument0)
    file_text_readln(argument0)
    ys=file_text_read_real(argument0)
    file_text_readln(argument0)
    zs=file_text_read_real(argument0)
    file_text_readln(argument0)
    d3d_vertex_texture(xs,ys,zs,0,0)


    xs=file_text_read_real(argument0)
    file_text_readln(argument0)
    ys=file_text_read_real(argument0)
    file_text_readln(argument0)
    zs=file_text_read_real(argument0)
    file_text_readln(argument0)
    d3d_vertex_texture(xs,ys,zs,1,0)

    d3d_primitive_end()
    }

    }
    [/CODE]

    ---------------

    so, can anyone eit the above code s it works?

    (its in GML)

    (ive included a .txt, you'll have to rename it 'looptest.shm' )

    whats a .shm? its a filetype i made up. it stands for 'Sonic Heroes Model' caus' this was originly a Sonic Heroes 3D Engine for GM.

    Copy of looptest.txt

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