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n7 version 23.04.15b - wolf3d
#1
Here's a new version that comes with the wolf3d library!

https://naalaa.com/n7/N7_230415.zip

This video shows the final part of a five step tutorial for the new library. The recording makes the frame rate look way worse than it is.

https://naalaa.com/tmp/wolf3d_2.mp4

From the change log

2023-04-15
  • Added the wolf3d library with some examples under examples/wolf3d
  • Improved the performance of the commands 'draw hraster' and 'draw vraster'
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#2
I rushed the library a bit. I realize now that some important and basic functions are missing. If you run in any problems (and ask yourself things such as: "How the heck can I determine what type of wall is in front of the player?") just drop a question and I'll help Big Grin
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#3
Many thanks Marcus.......I don't have much time to look at this in-depth, but running last weeks test file I can see that the frame rate is much better - maybe 20% better on my laptops, which is awesome. I look forward to checking it out in more detail in the coming days.....all the best .... Kevin.
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#4
I can probably speed it up more by doing the same thing I did in n6 - rewrite the critical parts using "asm" blocks. But first I'll make a game and add all the functions that I then realize are needed.
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#5
Well... Just finished downloading the updated N7. Ran the Wolf3D-style examples. Ran quicker than the earlier version. Checked out the assets folder. 24x24 sprites? Impressed. That size could be so economical (space-wise) for all the assets to be placed on a sprite sheet (for a more complete game). - side question: Do you have a theoretical size limit for the sprites?

The first questions that came to mind was: The "maps" in the examples are "old school" (read data. convert to sprite), are there any plans to incorporate the tilemap editor? (similar setup with N6 using TM and RC) The other question was adding/destroying bad guys. Will there be a tutorial/demo? Moo Ha Ha Ha....
May your journey be free of incident.
Live long and prosper.
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#6
Did some experiments. I scaled images to suit 64x64 tiles. Reason: Wanted to test game with original wolf3D tiles (which are 64x64). Replaced both wall tiles and the door tile. Reduced the set window "false, 3" to "false, 2" and it ran just fine. I will only provide a sample screen shot as "reproducing" Wolf3D (or any part thereof) and publishing it may infringe copyright...

Which brings me to the actual name of the new library... Although raycasting is not in question, per se, but using the name "Wolf3D" could raise some eyebrows... especially if someone were to create a game, using the aforementioned library name, with the hopes of making a few dollars...

Latin lesson for today: Canis is a genus of the Caninae which includes multiple extant species, such as wolves, dogs, coyotes, and golden jackals. Wolf: Canis Lupus.  Perhaps the use of the library name Lupus3D?


   
May your journey be free of incident.
Live long and prosper.
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#7
(04-16-2023, 03:35 AM)johnno1956 Wrote: Well... Just finished downloading the updated N7. Ran the Wolf3D-style examples. Ran quicker than the earlier version. Checked out the assets folder. 24x24 sprites? Impressed. That size could be so economical (space-wise) for all the assets to be placed on a sprite sheet (for a more complete game). - side question: Do you have a theoretical size limit for the sprites?

The first questions that came to mind was: The "maps" in the examples are "old school" (read data. convert to sprite), are there any plans to incorporate the tilemap editor? (similar setup with N6 using TM and RC) The other question was adding/destroying bad guys. Will there be a tutorial/demo? Moo Ha Ha Ha....

There are no limits for the image sizes. I went for 24x24 because I have a weird thing for large pixels. Also, using higher resolution images does not affect performance (only the window resolution does). I've been playing this, https://www.nintendo.com/store/products/...on-switch/ game on Nintendo Switch lately, and it uses textures of that size, love it Smile

I could write a loader for maps created with the old rc editor or the new tilemap editor, wouldn't take me long. Writing a new editor would be better, but I think I'll wait with that until the library has all the functionality I want (like setting different images for the north, south, east and west sides of a tile).

To destroy bad guys you can follow the same principle as for picking up crucifixes in example_4. Instead of checking the distance between the player and the crucifixes, check the distance between the bullets and the enemies.
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#8
Here are some public domain assets that could probably be used as textures: https://opengameart.org/content/dungeon-...pplemental (Hm ... but most tiles have "borders", not good)

I'm going to have a look at the random dungeon generator thing I wrote some years ago when I used the n6 gloom library. I believe it could generate okay dungeons with support for locked doors and keys and stuff.
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#9
(04-16-2023, 09:00 AM)Marcus Wrote:
(04-16-2023, 03:35 AM)johnno1956 Wrote: Well... Just finished downloading the updated N7. Ran the Wolf3D-style examples. Ran quicker than the earlier version. Checked out the assets folder. 24x24 sprites? Impressed. That size could be so economical (space-wise) for all the assets to be placed on a sprite sheet (for a more complete game). - side question: Do you have a theoretical size limit for the sprites?

The first questions that came to mind was: The "maps" in the examples are "old school" (read data. convert to sprite), are there any plans to incorporate the tilemap editor? (similar setup with N6 using TM and RC) The other question was adding/destroying bad guys. Will there be a tutorial/demo? Moo Ha Ha Ha....

There are no limits for the image sizes. I went for 24x24 because I have a weird thing for large pixels. Also, using higher resolution images does not affect performance (only the window resolution does). I've been playing this, https://www.nintendo.com/store/products/...on-switch/ game on Nintendo Switch lately, and it uses textures of that size, love it Smile

I could write a loader for maps created with the old rc editor or the new tilemap editor, wouldn't take me long. Writing a new editor would be better, but I think I'll wait with that until the library has all the functionality I want (like setting different images for the north, south, east and west sides of a tile).

To destroy bad guys you can follow the same principle as for picking up crucifixes in example_4. Instead of checking the distance between the player and the crucifixes, check the distance between the bullets and the enemies.

Not a fan of the rogue-like dungeons, but I can see the appeal of the linked graphics... Cool

I agree that a new editor would be best... I suppose I will just have to force myself to be patient... lol

Great job with the added library, by the way! Well done!

(04-16-2023, 09:07 AM)Marcus Wrote: Here are some public domain assets that could probably be used as textures: https://opengameart.org/content/dungeon-...pplemental (Hm ... but most tiles have "borders", not good)

I'm going to have a look at the random dungeon generator thing I wrote some years ago when I used the n6 gloom library. I believe it could generate okay dungeons with support for locked doors and keys and stuff.

Ah. OpenGameArt... I get a lot of stuff from there... Very cool...

I vaguely remember Gloom. I still have N6 installed... I think there were at least a half a dozen examples... Time for a retro-visit...
May your journey be free of incident.
Live long and prosper.
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#10
The examples are very cool and now it moves more fluidly, what I haven't seen is an option to hide the console and function windows. It would be nice if you could add it to the next version because it's annoying and takes up a lot of space to code as I told you a while ago.
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