Hey Constructors!
Rufus here from No Joy Boys
I decided to upload some raw videos from the project I'm working on with my friend Bartosz.
All technics from them will be implemented in our HUM game.
HUM is basically 2d but it will have mini levels with pseudo 3D tricks. I hope all of this projects will be available in the store when we will finish the HUM game(like solo and mega pack).
Here we go:
HUM (chase level, not available now in the demo on itch.io)
Details:
This is using z elevation feature and drawing canvas snapshot for reading curves and hills values for each slice of the road. 3 quality modes (works very good on mobile)
3D displacement using drawing canvas and image as a height map prototype (inspiration from Rescue on Fractalus! - Atari game from 1984)
Details:
Drawing Canvas makes a snapshot of the red sprite map on the start(can be also generated by perlin noise for smth like no man sky ;)) , then Array is filed with red values that are used later for height points. Each( X and Y) point is a image point in player frustrum view(this is just a triangle sprite with bunch of image points), then those point picks the array and then projection from 2D to 3D is happening. Then drawing canvas takes computed polygon point and repeats nested loop 19 times per tick. Before it draws it checks if sprite is futher away if not then it will paste it on top of polygon. Still need some work because is glitchy :) but I like it.
update(no more geometry glitches).
Wireframe time and triangle polygons in Drawing canvas :)
BRUTAL fast RAY CAST prototype (Ray Casting pseudo 3d with decals and reflections on the floor and walls)
Details:
Shader: old mode7 fx by R0J0hound on the Drawing Canvas who takes snaphot of the tilemap for the floor and later it takes realtime decals. For walls decals is a fast dictionary check (replace wall slice after ray hit). I think it's the fastest ray cating LOS event logic in scirra community ;) , rays checks only for walls collisions in the camera frustum, no fish eye, pixel perfect mode7 fit with the floor and bunch of tricks to make it more speedy) I saw some projects on this task and I think this one will become the winner in performance and features like decals, reflections and tilemap editor ;)
Cellular Automata painter prototype
my favorite part is in 9:50s
Details:
This one use simple rules for each dot. Dot(1 pixel sprite) checks for neighbours in the array and then it execute the action. Each point can have max 8 checks around himself. When it hit the ground it is going to sleep then drawing canvas grabs it and destroys the sprite filling array with 1 on dead point position. It can be slow when u need to wakeup a lot of points but is very fast for a game like liero or worms but not Noita tech:) I think in java this can be very fast,R0J0hound did smth like this in custom js script.
cheers