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Gip-Gip

3d Engine for Vanilla Cart

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I have some bad news:

 

post-39755-0-05821700-1493174839_thumb.gif

 

VePseu is in some serious need of size optimization.

 

I'll continue to work on the project but keep in mind my finals are coming up so I'll be doing schoolwork for quite a while. It would be Greatly appreciated if anyone contributes to the code base, in any way they can.

 

The in-development (unstable) branch can be found here.

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That's RL interfering, we all know and understand that.

 

Just make sure, that the code is in a state that you can come back afterwards (or a bit later).

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I've released VePseu II.III.MMXVII Rev. 0 to push some huge optimizations to the master branch. I still need to optimize it further before the addition of features.

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I've released VePseu II.III.MMXVII Rev. 0 to push some huge optimizations to the master branch. I still need to optimize it further before the addition of features.

After running this demo I had to check if I was still in the 2600 forum.

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Just to let you guys know I am taking a small-to-medium sized break from VePseu as I develop wem/yt for the TI-99. Half because optimizing it tedious, half because my TI is effectively useless without either spending $100+ worth of equipment or developing my own software. Once I get wem/yt in some form of working condition I'll get back to VePseu, but until then it would be a great time to fork and improve VePseu's source; everything is stable and I won't be making changes for a month-or-two.

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It's getting to the time of year where my schedule starts to clear up and I'm able to work on projects I've previously postponed, such as VePseu

 

Right now I'm just documenting and optimizing, much like before, but I also have a game idea I will be attempting to implement:

 

* Stuck in a labyrinth with limited ammo and plenty of bad guys

* Bad guys take a second to notice you, and are easily lost in a chase,but can punch you to death in 1 hit so it's best to stay clear

* You have to strategically kill the baddies to get more ammo and escape, more ammo you have left the better score you get

* 4 "huge" levels (around 32x32 at most) spread across 4 banks

 

This'll be after I'm able to get the engine size down to at least 1.5k, which'll probably happen within the next month or so. I still have other real life things to, so it may be a longer wait.

 

Can't wait to start devving again :D

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Just added walking sounds. Quite a small change in code but all and all I feel it makes a huge difference "gameplay" wise.

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