shanti77 Posted June 10, 2021 Share Posted June 10, 2021 Map 128x128, view range=24, char mode. Too short music 18 Quote Link to comment Share on other sites More sharing options...
E474 Posted June 10, 2021 Share Posted June 10, 2021 That's pretty impressive! Quote Link to comment Share on other sites More sharing options...
+Philsan Posted June 10, 2021 Share Posted June 10, 2021 Please make a game with this engine! Quote Link to comment Share on other sites More sharing options...
Sugarland Posted June 10, 2021 Share Posted June 10, 2021 Excellent. Great framerate. Also like how the graphics rendering so fast makes heavy metal music as a byproduct. Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted June 11, 2021 Share Posted June 11, 2021 3 hours ago, Philsan said: Please make a game with this engine! heh, it says it's a game engine in the title... 1 Quote Link to comment Share on other sites More sharing options...
snicklin Posted June 11, 2021 Share Posted June 11, 2021 This is really, really good. I wouldn't bother doing any more work with getting the FPS up, it is high as it is. I also wouldn't do any more to add extra colours, we can live without 32 colours on screen. If however this engine could have some very clever logic to allow players to walk through narrow tunnels easily without hitting the walls (unless they really want to), that would be amazing. Imagine it like those car driving games where you spend all your time hitting the kerb, rather than driving. If there was a small repulsion by walls (or kerbs) to make it harder to bump into walls, that would be great. How this is normally handled, I have no idea. Quote Link to comment Share on other sites More sharing options...
emkay Posted June 11, 2021 Share Posted June 11, 2021 The character mode allows PMg to have two PF registers as a hardware masking . So Enemies build on PMg, can be placed correctly into the scene. And they can be used even with no additionalCPU cost. Just don't change them , move the whole thing 360 degrees around it. It's a sad part that softwaredevelopment on the Atari is that slow. Even more thanks to people who do this today. If an old 8 bit computer is able to show a playable rendition of Wolf 3D , then the Atari . Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted June 11, 2021 Share Posted June 11, 2021 (edited) "How this is normally handled, I have no idea." - in modern games, a common cheap approach is with a secondary direction specific collision volume for the player (camera) entity that reproduces the feel of predictive collision management by adjusting the frustum facing and/or retarding movement speed before the viewport collides (clips) with the visible geometry. Edited June 11, 2021 by Jetboot Jack Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted June 11, 2021 Share Posted June 11, 2021 18 hours ago, shanti77 said: Map 128x128, view range=24, char mode. Too short music looking good, can wait for the next showing! Quote Link to comment Share on other sites More sharing options...
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