Engine DuckStab V2
Community Forums/Showcase/Engine DuckStab V2
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![]() ![]() ![]() last showcase http://www.blitzbasic.com/Community/posts.php?topic=44527 Have rewriten most of the code the above level was created with a dat file containing data 1,1,1,5,10,10 data 1,1,2,2,20,10 data 1,2,2,2,10,20 data 1,2,4,2,20,20 data 1,1,4,2,10,30 data 2,2,1,2,4,3,2,20,30 data 1,3,4,2,30,30 these are links to Segements of a tile how many primatives per segment,rotation of each primative,each primative height http://www.blitzbasic.com/Community/posts.php?topic=44527 link to last version |
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![]() System using a prefab texture set and 3 surfaces |
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It looks pretty nice considering how simple the data is. Is this in BlitzMax? |
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No its B3d all created on the fly each data statement is a link to a function or a array of types currently working on decal engine fingers crossed they dont clash |
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So this is a (forgive me if I am making an unfair comparison) Diablo type floor creator??? Looks interesting. RZ |
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Im trying to design it in a way that is universal but going to be trial and error tbh. The above level was made using 8 custom primatives at various rotations and custom heights. heights can be applied on a per vertex or primative basis Also each primative is constructed in a way that the cap (ie top) can be shown or not to allow optimisation for 1st and 3rd person apps as in a 1st person view of a room no need to see the tops of walls |
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New pick at the top Been busy working on a turn and active based battle system some progress on the gui and hud |
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early 3d Gui shots at top single surface Currently Can Hold 20 Pages and 20 Button ect per page its has alpha and can swap button and page textures with no slowdown :) all in all This Girl was my first attempt with brushes in photoshop and the basic gui layout the colours of the text and button dont go very well but its all trial and error |