Looks like I already wrote something like this…
Avr 26 2019
Juin 05 2016
I just discovered converting an aiff/wav to mp3 create a short gap at the beginning of the mp3 file. Also, mp3 gives sound length in milliseconds and can’t be more precise.
That suxx… I can’t save looped samples in this format…
This is my Y2K16 discovery… ‘better than never. -_-‘
Mai 28 2016
Mai 16 2016
3 months of work later, a video update, showing doors and levers working. Of course it’s just a demo, all this will be improved.
Mai 10 2016
Mai 09 2016
Avr 25 2016
I wanted to wait even more before posting any screenshot, because I’m working on a major graphic update, and the actual picture is FAAAR from the result I will achieve in the next weeks. But it has already been 3 weeks since last post, and I anyway have something to show you:
-Most of the engine has been enhanced to become more and more OpenGL compliant. Yeah, my 3D engine is not that far from working like an OpenGL Library, and guess what, it’s now *way* faster than it was. OpenGL is really well designed, and more I copy it, more speed I have, less memory I use. I won’t replace MiniGL tomorrow, but…
-Lights have been rewritten, givin much faster, better, warmer results. I really looove the new colors, don’t you? And look at this detailed, colored specularity on the skull! All you see is this screenshot, but it looks so cool when moving.
-Now let’s talk about the skull himself. I said in a previous post I wanted to spend more time on gameplay. This skull is now an entity! A monster… He can move, turn, and follow me everywhere in my dungeon. YEAH! This freaking moment! I’m so happy and excited!
Just compare with the screenshot from 03/22/2016, such a big step! It even looks nearly as cool as on DDO!
Avr 02 2016
After nights of work (I’m a very bad 3D artist) I finally managed to have a final low poly skull, with triangle count divided by 3 compared to the previous one. Then I tried DDO, a very powerful texture tool, and I’m very impressed. All I’ve done is loading the mesh in DDO, search for “bone” in it’s materiel database, and… wait 4 seconds. Have a look…
… oh, it will never look that good in the game of course.
Today, I’m going to Amigaterie event, where I will find HunoPPC and some other cool Amigans. And I will certainly work a bit on the game with peoples around me :)
Mar 29 2016
Mar 22 2016
Don’t take this picture too seriously: I just wanted to see monsters in my world, and how it performs. So I added those 3 very badly looking skulls. The bad news: Framerate drops a bit more than expected. The good news: It’s related to lightning, and that’s not surprising, the lightning is *very* badly written. It’s one of those procedures I wrote in hurry just to “have something to show”.
Anyway, I won’t bother with optimisation at this time, as I said in the previous post, I have to work on the game. I won’t return to the engine before having something looking like a game.
Ho, I have to admit: Smooth lightning is really missing on those skulls…