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XI Cast - Raycast FPS Engine

It's software rendered and so the engine is not 3D, so technically it won't do bump-maps like in games such as Halo and Half-Life2, however, I know how bump-mapping works as an algorithm, so I know how to implement it as software, but it may slow down the rendering speed so i am not going to add in bump mapping.

OKay, I can understand that. But, if you made it an option to disable or enable the bump mapping would that allow a faster game speed for those who choose not to use it?

I honestly don't know so that's why I'm asking :wink:
 
Ricoman":2jwbw03g said:
OKay, I can understand that. But, if you made it an option to disable or enable the bump mapping would that allow a faster game speed for those who choose not to use it?

I honestly don't know so that's why I'm asking :wink:
Well first I'd have to program bump maps, and that is tricky.
Also I don't really see it worth it for a raycaster engine, it would be miner's light enabled due to the way the camera works and amongst 2D sprites and perpendicular walls it would seems out of place, just look at the bump mapping used in AlephOne.
 
Bump mapping is just a matter of drawing pixels darker or lighter based on the light position and the shape of the "bumps" as defined by the bump map (usually a grayscale image representing depth). It doesn't matter whether that is done in software or hardware, other than the fact that hardware is usually going to be faster. Bump mapping doesn't involve actually making it so like from a side view you could see things bumping out. That would be something like vector displacement mapping. If you were so inclined, it shouldn't be too hard to implement just bump mapping. It would be pretty slow, probably, though.

Oh, and I haven't commented on this project yet, but it looks pretty cool.
 
I'm looking into using directdraw to speed things up even more (It's the actual screen drawing that slows it down, each pixel drawn).
If anyone has knowledge of directdraw with visual basic .net, then could you please help a bit?
 
Yeah, you've been using GDI or GDI+ right? That's one of the reasons why all of those scripts to make the RMXP window 800x600 or bigger always make the games slow down. Is there a reason why you aren't just using DirectX for this? It's should be pretty easy to set up this kind of thing in DirectX.
 
It'll be DirectDraw and not Direct3D side of DirectX, but yes, at the moment it's GDI+ and it's the resolution that slows it down.
I'd just be using the directx for speedy rendering, nothing fancy. The most I can do so far is put 1 triangle in the middle of a form, can't even put a second one there.
 
I updated the engine with bit locked pixels, frame-rate output and some optimisation, the test build is publicly available here:
Download Test Build
However the engine has been re-written in a separate, unannounced project so this is the final showing of this version.
If you wish you can learn the map format, item format, object format and make your own maze puzzle game.

You can tweak the configs if you so desire.

EDIT: You need .NET framework 4 if you don't have it
http://www.microsoft.com/downloads/en/d ... laylang=en
 

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