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Messages - SnooPI

#16
3D-snippets / Re: SGEngine
2023-Apr-07
Hi Matty,

It's in the main post: snoopisge
I just saw that I didn't add the example with the physics, I'll add it tomorrow  :booze:
#17
I was thinking of a completely underwater version of the game to be original compared to the other adaptations (but it can only be a level in which the hero uses a propeller submarine  ;)).
But it was just an idea, keep it up, it looks great  :good:
#18
GLBasic - en / Re: YSort
2023-Apr-07
It's a good start.

The best way for tilemaps is to use a layer system.
You draw the first layer, then your sprites, then the 2nd layer, the 3rd layer, ...

You have examples with source in the showroom that can help you  ;)
#19
The 2600 version was a little too repetitive, to avoid this I advise you to make a progression map with the levels and sub-levels (a graphic change between the levels would be nice too).
It would also be necessary to adjust the difficulty which was too high too quickly.

An original idea would be to make an adaptation that would take place underwater, the goal would no longer be to rescue victims stuck at the bottom of a mine but at the bottom of the water.

I am really motivated by your project, I can help you if you need it  :booze:
#20
That's awesome Spacefractal, I loved this game and your version looks promising, hope we can test it soon (maybe in HTML5  ;))
<3  :good:
#21
I was in private browsing, in normal mode everything works  ;)
#22
Hi Spacefractal!
Only "Jam Beagle" works for me on the latest version of Firefox, the others are blocked after downloading  :(
On Microsoft Edge, everything works fine  :good:
#23
Spacefractal, this is normal for the right mouse click, HTML5 was designed for browsers.

Encouragement for your new projects  :good:
#24
Very interesting. Thanks for sharing Qedo.
Dreamerman, I remember your path finding routine and this could definitely improve it.
Lode Vandevenne is a very good programmer especially for retro coding.
QuickCG is so coOol  :P
#25
 :D  :good: 

#26
3D-snippets / Re: SGEngine
2021-Dec-23
Ah ok I understand better like that  :good: Thks

For the name at the start it was a mix of Simple (SnooPI also why not  ;)) + GLBasic  + Engine.
But "Game/Graphics" is also good.

However, the name is not final, especially since there are already several 3D engines with the same name :(
I would have to find another one before the final version.


In fact I saw that almost all the abbreviations for 3D engines are already taken.
So I will keep the same and as the engine can easily work with another language, the G will be for "Game" and the "S" will be whatever we want (Simple, Super, Small, SnooPI :P, ...)
#27
3D-snippets / Re: SGEngine
2021-Dec-23
Yes you are probably right, I would have to do some tests on a real graphics card for DX.
However, for the moment I would only keep the OGL rendering.

Quote from: dreamerman
Nevertheless your Irrlicht wrapper works without problems
It's not just an Irrlicht Wrapper, it's SGE!  :rant:  :P
Quote from: SnooPI on 2021-Feb-14
-The Irrlicht wrapper is not just a simple transcription of Irrlicht functions, it's a little more complex.
-The engine uses 2 wrappers, one for Irrlicht but also another for irrKlang (for 3D sound)
-In the future, I plan to add AI and then more advanced physics.
So it's not only Irrlicht Engine,  it's SGEngine  ;)
In addition, the irrKlang and Irrlicht file system is "synchronized", this allows for example to use addzip even with irrKlang.
I just now have to do the same with loadscene  :whistle:

Quote from: dreamerman
keeping all core code behind curtain in SGE lib...
Damn, my bad English prevents me from fully understanding the beginning of this sentence  :doubt:

Quote from: dreamerman
so would be easier for him to transit to GLB, another thing that some functions can be handy during prototyping phase.
In fact we can easily use SGE in C/C ++  ;)

Quote from: dreamerman
Keep up good work, built-in some kind of physic will be interesting to see :-)
It's on fire.

Quote from: dreamerman
Happy Christmas! :)
You too and thank you for your feedback on this engine  :good:

Maybe later I'll do a tutorial in the form of a 3D mini-game to help people with their project with it.
For now, I will continue to add examples.
If anyone starts a project or even a few tries with SGE, I will be very interested to see it  :booze:

#28
3D-snippets / Re: SGEngine
2021-Dec-21
 :booze:  Bigsofty

New update.
Some functions have been rewritten and renamed, examples that used them have been updated.
Only 2 examples have been added but they are important because they show how to load a scene and create collisions from it.

I've put a link to an old version of irrEdit (in fact I've not yet tested the compatibility with the latest version  :-[)

Good fun.

#29
3D-snippets / Re: SGEngine
2021-Dec-08
Oh sorry Dreamerman, it's only now that I see your message  :(

Quote from: dreamerman
Very nice, clean coding and well structured. Looks very easy to use. Checked several things, they are working without issues even on iGPU.
Thanks  :booze: Yes, anyway I only have that at home and it's an old iGPU  :D
But if it's fast on my PC, it's normally fast everywhere, even on mobile  ;)

Quote from: dreamerman
I have some tech questions, as always :D I'm curious, as Irrlicht could use several render API's (OGL, DX, software), You most likely are using OpenGL, are you creating another OGL context or using that already made by GLB? Does Irrlicht have now something more advanced than basic collision detection? (years ago they wanted to include some physic lib like Newton or Bullet if I remember correctly).
You are right, the first version of SGE uses OGL and DX9 but I noticed a lot of issues with Windows 10, apparently Microsoft wants the developers to ditch DX9 completely  ;/
So I dropped DX9 and at the same time the software rendering, it's technically interesting but without much interest for serious development. The Irrlicht DLL has also been updated (so it's smaller).
No real physics engine for the moment but I plan to implement one soon (as well as an AI).
SGE uses its own OGL context.
The collision detection is great and even though the physics is basic it can do some interesting things (see example 12).

Quote from: dreamerman
Thing about motivation, yeah, specially for larger project where so many things need to be done it sometimes hard, but I'm glad that you found perseverance to finish this ;)
Your encouragement helps me  ;)

I did a big update, restructured the code, added / rewrote some functions, optimized others and removed DX9
With OGL it's a bit slower in windowed mode but in full screen it's almost as fast (tested on my old iGPU  =D)
I also added 5 examples.

I put the engine on MediaFire to allow me to update it more easily for small changes (like adding a comment for example).
For big updates like bug fixes, optimization, adding examples, ... I would put a message here.

If you have any problems or questions, don't hesitate.
Happy Christmas to all (despite the Covid  :sick:).
#30
Very interesting.
Thank you for this information Loftcat.