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Messages - SnooPI

#16
What is the internal resolution of your game Specefractal?

I did some tests with a background and I think it's good that you add one.
#17
3D-snippets / Re: SGEngine
2023-Apr-08
Thank you so much  :)

Logically all platforms supported by Irrlicht, but for now I'm focusing on Windows and Linux (SteamDeck works on Linux ;))
No problem with version 15.238 at the moment SGE is 32 bits, a 64 bits version will be released.

All features and platforms supported by Irrlicht are here (we can see that a mobile version is in the works).
https://irrlicht.sourceforge.io/?page_id=45

#18
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:
#19
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:
#20
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  ;)
#21
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:
#22
That's awesome Spacefractal, I loved this game and your version looks promising, hope we can test it soon (maybe in HTML5  ;))
<3  :good:
#23
I was in private browsing, in normal mode everything works  ;)
#24
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:
#25
Spacefractal, this is normal for the right mouse click, HTML5 was designed for browsers.

Encouragement for your new projects  :good:
#26
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
#27
 :D  :good: 

#28
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, ...)
#29
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:

#30
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.