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GLBasic - en / Re: Editor Question
Last post by Paul Smith - 2024-May-13
I use a 4K screen and I can adjust the font size to suit but the Icons toolbar is unreadable. I think it needs updating as the windows scaler also causes it problems.
GLBasic - en / Editor Question
Last post by MrPlow - 2024-May-13
Can the editor display code with custom Line Height? e.g. 1.5 or so..
Just the standard is a little hard on my eyes and would like to be able to alter it?
This is so awesome. When you want to "flood fill" a polygonal area, search the forum for "Delaunay". It's a triangulation method for polygons. Maybe that helps? For convex polygons, "ear clipping" is the algorithm you want. GPT is likely to provide code for you.
Back to music packs.

Fantasy Gaming Music Bundle on Fanatical.
4 items -> €1.10
10 items -> €6.60
20 items -> €11.00
End date: ??

The new  Fantasy Gaming Music Bundle does exactly what it says with 20 original music packs covering ambient and epic musical accompaniment for all your likely games projects.
Tier 1: Dark Fantasy Music 1, Atmospheric Fantasy 1, Cute RPG Music Pack 1, Cosy Melodies Pack 1.
Tier 2: Dark Fantasy Music 2, Atmospheric Fantasy 2, Cute RPG Music Pack 2, Cute RPG Music Pack 3, Cosy Melodies Pack 2, Cosy Melodies Pack 3.
Tier 3: Dark Fantasy Music 3, Dark Fantasy Music 4, Dark Fantasy Music 5, Atmospheric Fantasy 3, Atmospheric Fantasy 4, Atmospheric Fantsy 5, Cute RPG Music Pack 4, Cute RPG Music Pack 5, Cosy Melodies Pack 4, Cosy Melodies Pack 5.

Next step in development is dynamic houses.

I am in the process of creating a house editor, where you can lay down the foundation of the house which is stored in an array of 2D lines, the end point of the last line needs to connect to the start point of the first line, so the loop is closed. You can also add a negative foundation for creating houses with an inner yard.
The foundation of the house is grid based with the possibility of diagonal walls ( basically the editor just snaps to the grid for placing the points of the houses foundation )
Then I render walls from these 2 foundations for each story of the house there will be one generated wall ring.
A floor will be rendered for each floor ( flood filling the house foundation ), only interrupted by openings that can be placed on the floors.
I will actually build the wall rings 2 times, the second time the walls will be inverted ( also with different texture offsets to allow different inner wall textures ) those two walls will be rendered at the same time, because only front faces will be rendered they will not z-fight each other. When the player enters the house, the
outer wall ring is not displayed anymore, so you can only see the inner walls, also only the floor the player is on will be rendered, when the player enters the next floor, the floor will slowly blend in as the player transitions to the next floor.
Doors and windows can break the wall rings and will be left as openings when creating the models, meaning that you can only exit a house by doors and windows. Also you can see the inside of the houses through the window from outside and vice versa.
The only problem in this concept i am facing is finding a nice algorithm to automatically generate a roof for a build house. I have already created the outside line loop for the roof, so it will leap a bit over the walls by just translating the lines of the foundation outside and calculating the cut points to the translated, enlarged lines with their direct predecessors and ancestors.
Now I am thinking of doing the same, but translating the enlarged lines of the houses foundation to the inside of the house, also defining them finally by their cut points like the outer loop of the roof. This will be my first layer of roof, from this I can do the process again, till everything is filled with roofs. The only problem with this is, that some points can lay directly on other walls and have to be recalculated and also some points
will be removed ( duplicates that sit on top of each other ). With some points removed, the whole loop of points needs to be reordered correctly.
Also i need to keep track of the outer loop of roof to the inner loop, basically for creating the triangles correctly between the two loops. I hope to be able to resolve this, but it should be doable.
The final step will be to add inner walls to the house, so you can create rooms inside.

So basically a house consists of floors, outer walls ( one for each story ), inner walls ( specific to each story ) and the roof, which can easily be blended in and out.

This will have the great advantage of being able to seaminglesly enter houses on a map without loading times, the player could directly relate their position inside the house to the outside world.
Right now, the foundation editor is ready and outer wall rings can be rendered ( without the option to place doors and windows yet ), also the outer loop for the roof is created automatically.

I will keep you informed of the progress I make here and hope to be able to show something soon.

Yes light is a problem in GLBasic, I also have the shadow routine working, but with a dynamic map model there is always the problem with shadows popping in suddenly, also the shadow effect from glbasic is still a bit buggy. I just wish we had proper ambient light in GLBasic, this would be a nice start to be able to set the color of the darkest parts of the models.

I finally added wind:

Also I fixed some bugs, added some more constants, encapsulated some repeating code in functions and the object hiding now takes two coordinates into account, before all objects where hidden, when they where behind x or z of player, now only the ones that really obscure the view of the player will be hidden
In all normal 3d games such light probes are placed specifically in some places so it would look good, only Raytracing is giving let's say better results if properly used.
Generally now it looks even better, but adding such lightning makes some mismatch between different elements, because there are no shadows that would darken some other elements, normally easier way to deal with such pre-backed light is to use ambient occlusion, but it's for more modern '3d engines', another way would be as already someone mentioned, to make graphic more cartoon-y with cel shading or brighter colors, it would change the art/graphic style of game but could be more appealing. Of course you may find some way to tune this even more, maybe lit up that grass that is closer to light source or something like this.
Good idea about leaves on trees :)
Now some sprites, mostly 16x16 tilesets.

All-In-One Game Maker Pixelart Bundle on Fanatical.
5 items -> €1.10
15 items -> €8.90
28 items -> €14.50
End date: 22.04.2024

Tilesets: Grassy Fields, Magical Forest, Beastly Dungeon, Cliffside Greens, Dark Passage, Enchanted Pathways, Arctic Caves, Monster's Nest, Abominabe Lair, Forbidden Chambers, Mystic Dunegon, Haunted Dungeon.
Pixel effects: Buff and Debuff,Light Spells, Fire Spells, Ice Spells.
Sound packs: Game Sounds 1, User Interface 1, User Interface 2, Magic & Spells,  Magic & Spells 2, Footsteps, Game Sounds 2, Sci-Fi User Interface.
Font packs: Pixelart, Pixelart 2, Pixelart 3, Other: UI Gamepad Buttons.

It looks way better with point lights with attenuation,
but you have to place the lights strategically for this to look good
I also changed the tree design, now with dynamic leafes.
I plan for the leafes to be affected by the wind and player also.
Just finished the editor and the basic drawing.