cast8kby Calus CoRPS |
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A Raycasting Engine 3D [More] |
To download this game for your Linux/Mac installation, enter this on your command line:
DreamDownload byond://CalusCoRPS.cast8k##version=11 Emulator users, in the BYOND pager go to File | Open Location and enter this URL:byond://CalusCoRPS.cast8k##version=11 |
About:
Cast8k is a ray-caster engine that is around 8k in size. The current download is a demonstration of how it preforms. Recent Changes: Wall Textures (There will be some initial lag with this update. I will fix this problem once I have time.) Smoother Movement Existing Bugs: Texture Lag Graphical Glitches To-do List: Sprites (Expected Completion Date: January) |
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Bumblemore: (Oct 10 2012, 10:53 am)
i find vengence 56 fun, and once again it does use textures you dick check the source
Calus CoRPS: (Jul 8 2012, 2:03 pm)
Bumblemore wrote:
Calus CoRPS wrote: What? Once again, that game does not use textures. Sure, I could remove the textures and make a game like vengence 56. But this is only impressive BYOND-wise and it gets laggy once you start having multiple players. Outside of this community, no one would play it. My goal at the moment is to make a fun game, period. Not just an impressive game for a small BYOND community. Bumblemore: (Jul 8 2012, 1:55 pm)
Calus CoRPS wrote:
But I'm not interested in doing so as I no longer create "proof-of-concept" demonstrations. They always amount to nothing as they are not feasible to be made into a game. except vengence 56 Calus CoRPS: (Jul 6 2012, 7:30 pm)
Bumblemore wrote:
hate to burst your bubble mate but this is bull compared to the vengence 56 graphics engine Yes, Gaku did not use textures while my demonstration did. If I were to remove the textures and have two basic colors for the walls, it would run a lot faster. But I'm not interested in doing so as I no longer create "proof-of-concept" demonstrations. They always amount to nothing as they are not feasible to be made into a game. |
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The source code is not available, at least to my knowledge. To correct my previous statement, V56 uses a basic texture: each wall contains essentially 2-4 colors (probably just 2). This decreases the lag substantially as you would only need to size up 4 color stripes.
With cast8k, it uses whole textures. So for a 64x64 texture, I have to create almost 256 different sizes for each 1x64 strip. Lets say I have a brick wall which does not repeat. That'll mean I'll have 16384 icons generated at runtime for just that wall. Now add in a door, window, and so on.
I've gone Gakus route and essentially made walls 2-4 colors, thus only having to create 512-1024 icons at runtime. It ran smoothly like Gakus game. But when compared to an indie game shooter, V56 and this does not compare. BYOND players typically have lower standards when compared to the rest of the indie community. Which is why we have "BYOND games" and not "great indie games".
tl;dr - This uses more complex textures, like it or not. Have fun playing V56 though!