Page 1 of 1

Gambas Projection Engine

PostPosted: 10 Jul 2019, 02:15
by Technopeasant
Hello all,

This is a project I have been working on for awhile now. It is a grid-based 2.5D engine similar to something like Eye of the Beholder or Dungeon Master, but with features kicked in from more modern and conventional 2.5D or true 3D engines. It is still pre-alpha, although the basic renderer is fully functional (third iteration, which I finalized in January). Do not have anything firmly in mind to do with it, as it is more of a graphics programming vanity project at this point.

Here is a video:

http://icculus.org/piga/Videos/Projection.mkv

https://pigalore.miraheze.org/wiki/Gamb ... ion_Engine

Have not wrapped it up nice enough for a proper release, but the source code is available to anyone who wishes to ask for it (GPL 3, written in Gambas 3).

Re: Gambas Projection Engine

PostPosted: 10 Jul 2019, 02:32
by fluffrabbit
If you like Gambas, don't mind copyleft, and want to make a Doom clone, this looks like the best option.

Re: Gambas Projection Engine

PostPosted: 10 Jul 2019, 03:00
by Technopeasant
It really is not though. :p

https://pigalore.miraheze.org/wiki/PS_Tech

That, and I think you could write a genuine raycaster or something as well if you wanted (if you can do it in Python...).

As I said, this is more just a vanity project.

Re: Gambas Projection Engine

PostPosted: 10 Jul 2019, 03:26
by fluffrabbit
Legacy GL compatibility, especially with GLUT, is spotty. If yours has fewer dependencies, that's an advantage. Anyone who wants a 3D grid world can use the Cube2 engine anyhow. This here is a niche you've got, small though it may be.

Re: Gambas Projection Engine

PostPosted: 10 Jul 2019, 03:30
by Technopeasant
Alright, I will take the compliment. ;)

And yes, dependency wise it is just QT 5 (SDL 2 as well for sound).

Here is a video of my GL engine as well, for the curious.

http://icculus.org/piga/Videos/PSTech.mkv

(Also noticed, recording a full 60 fps display, that ffmepg is making it look a bit choppier than in the flesh).

Main things I still need to fix for Projection is the foreground clipping for the sprites (you will notice they tower over walls from a distance), and I actually do have a texture mapping system I have not implemented fully yet.