Yeah Godot is lacking documentation, especially for the 3D stuff.
But I am planning on trying it soon for a 3D game. The features seem modern enough for me, and I want to support an open source engine rather than a commercially focussed engine.
My main concern was (is) that scaling low resolution tiles (32x32) by non-integer factors leads to rather ugly distortions. So by default I will only scale by 1.0, 2.0 or 3.0 and have an option to allow scaling to fit the browser inner window.
Vector graphics would really suit one of the games I am working on (kinda on the back-burner right now), but as you probably know there isn't much of it on this site. Hopefully we'll see more of it appear here, as the need to make games supporting a variety of resolutions is not going to go away.
I tried the demo yesterday and today, so the desktop computer has been shutdown and restarted in between. Did not use the refresh button, just followed the link again.
sprite sheets are better, but also harder to implement in-game (though I presume Tululoo supports them already). The extra work to make and use them doesn't seem warranted for a simple demo.
I tried it again and it reloads everything again -- I'm a bit surprised that the images were not cached by the browser (it could be my browser though, I'm not using any of the major browsers).
Quake 3 (and FOSS versions like Open Arena) divide the player models into three pieces: head, torso and legs.
So the idea has been done before and is not bad idea per se, but it does make life more complicated having to transform the pieces to match the correct position.
Quake 3 uses "tags" in the MD3 model format for this, which are vertex with direction information -- you orient the tag similar to a usual vertex and it serves as the origin for the child piece. E.g. torso piece has a standard tag for attaching the head onto.
I'm not a modeler so I can't answer your other questions.
To be honest, I really cannot muster any enthusiasm to develop this any further. Gonna call it a day.
I don't have any regrets or any blames, I learnt quite a few things about Darkplaces, and also how hard it is to make any kind of game from scratch and get it into a playable full-featured state (especially 3D games).
yd, I can delete this demo package (which contains some of these Dungeon resources) if you think that is necessary.
The github project only contains a few OBJ models (floor, ceiling, wall, column pieces) and none of your textures or sounds, so I don't think the github project needs to be deleted.
Yeah Godot is lacking documentation, especially for the 3D stuff.
But I am planning on trying it soon for a 3D game. The features seem modern enough for me, and I want to support an open source engine rather than a commercially focussed engine.
Yeah, I got a fairly good idea what to do now.
My main concern was (is) that scaling low resolution tiles (32x32) by non-integer factors leads to rather ugly distortions. So by default I will only scale by 1.0, 2.0 or 3.0 and have an option to allow scaling to fit the browser inner window.
Thanks everyone for the advice.
Vector graphics would really suit one of the games I am working on (kinda on the back-burner right now), but as you probably know there isn't much of it on this site. Hopefully we'll see more of it appear here, as the need to make games supporting a variety of resolutions is not going to go away.
Yep it loads a lot faster now.
Nothing to actually see?
I think you've climbed on te hype train a bit early.....
browser is Midori (a quite old version too)
I tried the demo yesterday and today, so the desktop computer has been shutdown and restarted in between. Did not use the refresh button, just followed the link again.
sprite sheets are better, but also harder to implement in-game (though I presume Tululoo supports them already). The extra work to make and use them doesn't seem warranted for a simple demo.
Loading time wasn't a big problem I thought.
I tried it again and it reloads everything again -- I'm a bit surprised that the images were not cached by the browser (it could be my browser though, I'm not using any of the major browsers).
Quake 3 (and FOSS versions like Open Arena) divide the player models into three pieces: head, torso and legs.
So the idea has been done before and is not bad idea per se, but it does make life more complicated having to transform the pieces to match the correct position.
Quake 3 uses "tags" in the MD3 model format for this, which are vertex with direction information -- you orient the tag similar to a usual vertex and it serves as the origin for the child piece. E.g. torso piece has a standard tag for attaching the head onto.
I'm not a modeler so I can't answer your other questions.
OK, removed all files containing your resources.
Thanks for trying it yd.
To be honest, I really cannot muster any enthusiasm to develop this any further. Gonna call it a day.
I don't have any regrets or any blames, I learnt quite a few things about Darkplaces, and also how hard it is to make any kind of game from scratch and get it into a playable full-featured state (especially 3D games).
yd, I can delete this demo package (which contains some of these Dungeon resources) if you think that is necessary.
The github project only contains a few OBJ models (floor, ceiling, wall, column pieces) and none of your textures or sounds, so I don't think the github project needs to be deleted.
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