hoobydoobydoo i hope we don't get sued
Original Post below.
Instructions and download links follows after the screenshots.
This is the first release (0.48) of the engine. Please leave your comments, suggestions, death threats whatever as a reply to this thread.
Features
- 3D raycast framework for Construct 2
- 360° first person raycast rendering 320x180
- Pixel perfect wall rendering without classic raycasters 90 degree wall constraints (Wolf3d)
- Uses Chipmunk physics for movement of game objects
- Billboard sprites in 3D translation
- Effect sprites, static sprites
- Correct Z-Buffering of walls of sprites
- Uses Tint shader to for directional wall shading
- Basic enemy AI
- HUD functionality, FPS weapon display
- Basic weapon & health pickup routines
- Commented code (right now partly, will be completed in the next release)
Credits & prerequisites
Cudos to the authors of the following plugins and effects. Without them, this thing would not have been made possible.
Note: You have to install these before you can work with the CAPX.
Get it at https://drive.google.com/open?id=0B5HnHqVYzkImck1uSmlkUGJ5VHM. Thanks to adcornaglia for the reupload.
All other used plugins, behaviors *should* be onboard. If not, please contact me so I can add them to the list.
Uses various sprites from realm667.com, a Doom resource site. Thanks to the authors, whoever, wherever and when ever they may be.
General instructions
The rendering logic utilizes the seamless shader. Altering one of the following will break the rendering.
-Changing the project's full screen scaling to High quality
-Changing the window size to something else (1280x720 for example).
You *can* do that, but probably have to change the global variable ResX accordingly. This is a bad idea because it will blow up the perfomance. So don't do that.
Download the CAPX
Current version 0.49 - https://drive.google.com/file/d/1e98t3LA-LmKZJBSuiVTIXttxCYefXdIC/view?usp=sharing
Changes:
Replaced castline objects with trigonometric calculations for performance gains
Disabled tint shaders for even more performance gains
Removed MagiCam object from the project (was deprecated)
Removed Quad Shader FXs from project (was deprecated)
Past releases
Version 0.48. - Initial release http://www.fightingspace.com/wp-content/uploads/2018/02/stolf3d_048.zip
Stuff to do next
- Tie map objects to chipmunk behavior
- Make breakable map objects
- Make the player die at 0 health
- Implement trigger areas
- Implement switches, keycards, etc.
- Improve performance
+ your suggestions
Thanks for your interest in this project.
Cheers!
-------------------------------------------------------------------------------------------------------------------------------
Original post:
-------------------------------------------------------------------------------------------------------------------------------
After tinkering for two days or so I came up with a first draft of a raycaster engine.
It's nowhere near completed but here you have it, what has been made possible with plugins in GameMaker and Multimedia Fusion can as well be accomplished in Construct 2 (or 3 for that matter). So it's more like a proof of concept right now, but it has some capabilities that already exceed Wolfenstein 3D's raycaster (well, after 25 years... )
Current features
- Can render any angle on the z axis with correct perspective
- Renders different textures
- Walls can be of any size (x/y) and angle
- Colored / Tinted textures
- Animated textures
- Raycaster renders pixel-perfect overlaps (the cross on the screen is composed of 2 wall blocks)
- Fog depth rendering of any RGB color and range
Current limitations
- Framerate locked to 30 fps
- 320x180 viewport
- FOV of 60°
- Can't z-buffer transparency... yet
- Fixed wall height to 64px
Planned features (phase 1)
- Rendering floors and ceiling
- Rendering sprites (need to tackle z-buffer rendering, back-to-front)
Planned features (phase 2)
- Enemies
- Decoration Sprites
- Weapons
- Pickups
- If there's enough interest, I'll turn it into a template
Planned features (the far future)
- Z-movements
- different wall, floor & ceiling heights
Bombs away!