Million-Tile Engine; any interest? Feature requests?

Thanks Danny! The new forums looks great! My only complaint is the tab indentation when [code] is posted. If tabs yielded fewer spaces, there would be fewer annoying line wraps.

 

I’ve rewritten parts of the culling system and map scrolling code. My modifications have netted a 33-50% performance gain over the previous engine build. CastleDemo now runs rock solid at 60fps on the iPad 2!

 

To answer Caleb P’s question- which seems to have vanished in the transition to the new forum- the fps was set to 30 in the config files for all of the previous videos. I’ll make up a new 60fps video when time permits.

 

Welcome :slight_smile:

 

When you decide to give that mode-7 thing a try (ala mario kart snes or wolfenstein 3d) send me a pm (private message). Would be very interested in seeing that.

Keep up the great work.

Don’t temp me.  :angry:  (great new emotes!) There’s still a lot to be done on Million Tile Engine. The limited mode7 map tilting is an idea for a future update to MTE. Coronastein3D Engine is a separate project waiting for free time. Free time isn’t going to happen in the foreseeable future, unfortunately, as I expect the customer support load from MTE to be pretty heavy. If I’d found a buyer for the rights to the engine I would be free to continue my epic quest to “make Corona do what it doesn’t,” but alas, I haven’t, so I must release it myself. And I will.

 

Anyway, both involve trickery to create the effect with playable performance. True 2.5D will have to come from Corona Labs.

 

Preliminary MTE icons:

512x512

mte512.png

128x128

mte128.png

 

The trickery & challenge is what intrigues me :wink:

The great thing about people coming up with answers while elaborating on their questions is that I don’t have to come up with the answers! Actually I know what you mean, sometimes the answers come while asking the question a few different ways.

I looked up Illusions of Gaia. I’ve never played it myself, but the thing I took away from watching reviews was “good RPG” and “MODE 7 EVERYWHERE.” I do have in mind a way to tilt map view forward and backward or side to side in a mode-7-like fashion, but that isn’t something I’m going to look at in the immediate future.

I continue to work on documentation and other clerical stuff. In the meantime, here’s the same Castle Demo from the perspective of a crazy person. I hope you don’t suffer from vertigo.
http://www.youtube.com/watch?v=7u0Z298yGMY

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I’m excited about this! I would definitely pay for a fast tilemap system. As much as I like Tiled it doesn’t do well with very large tile maps and it looks like your library handles it well.

I hope this will be available for sale soon :slight_smile: [import]uid: 45650 topic_id: 32457 reply_id: 145087[/import]

I just stumbled upon this thread today and I’m really impressed in what you’ve done. I would love to get my hands on this engine!

Our latest game, House of the Lost, is getting rough reviews on the App store because of it’s poor performance on the iPhone 4, performance which I’ve tracked to Lime and can’t find a good way to fix.

Really awesome work, can’t wait to see more.

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I’m still planning on a Beta release on Friday or, at the latest, Monday!

 

The last of the planned functionality is in place and working correctly, for the most part. Here’s a new video showing off MTE’s fade, zoom, and tint functions. Fade and Tint can be used on individual tiles, layers, levels, or the whole map.

 

http://www.youtube.com/watch?v=cuPQHOP2Zz4

Very impressive work.  Considering Lime had good potential, it was marred by poor performance that never seemed to have gotten resolved, or if it did, I abandoned trying to use it a while back. I’m definitely looking forward to this, as I’d be interested in finally making a fun platformer game on Corona.

 

Let me know when the “pay” link is up, and I’ll be there.

Still working on documentation and examples, among other things, but I’m aiming to have the beta up for sale next week.

I downloaded House of the Lost, bpollet, and I can see what you mean by poor performance. It is more or less unplayable on the iPhone 4! MTE is blazing-fast on such conservative tile maps. That said, my first instinct with House of the Lost would be to double and triple check the code controlling the analog stick. As long as your character stands still or moves in a perfectly straight line performance is fine. Your game becomes unplayable because changing direction creates a full second or two of lag. [import]uid: 99903 topic_id: 32457 reply_id: 145836[/import]

 

That is really neat.

 

Great work

Thanks Danny! The new forums looks great! My only complaint is the tab indentation when [code] is posted. If tabs yielded fewer spaces, there would be fewer annoying line wraps.

 

I’ve rewritten parts of the culling system and map scrolling code. My modifications have netted a 33-50% performance gain over the previous engine build. CastleDemo now runs rock solid at 60fps on the iPad 2!

 

To answer Caleb P’s question- which seems to have vanished in the transition to the new forum- the fps was set to 30 in the config files for all of the previous videos. I’ll make up a new 60fps video when time permits.

 

Welcome :slight_smile:

 

When you decide to give that mode-7 thing a try (ala mario kart snes or wolfenstein 3d) send me a pm (private message). Would be very interested in seeing that.

Keep up the great work.

Don’t temp me.  :angry:  (great new emotes!) There’s still a lot to be done on Million Tile Engine. The limited mode7 map tilting is an idea for a future update to MTE. Coronastein3D Engine is a separate project waiting for free time. Free time isn’t going to happen in the foreseeable future, unfortunately, as I expect the customer support load from MTE to be pretty heavy. If I’d found a buyer for the rights to the engine I would be free to continue my epic quest to “make Corona do what it doesn’t,” but alas, I haven’t, so I must release it myself. And I will.

 

Anyway, both involve trickery to create the effect with playable performance. True 2.5D will have to come from Corona Labs.

 

Preliminary MTE icons:

512x512

mte512.png

128x128

mte128.png

 

The trickery & challenge is what intrigues me :wink:

The Million Tile Engine Beta is now available to buy! I’m also proud to announce that MTE now has it’s own forum section and will soon be up on Corona Lab’s 3rd Party Tools page!

Head over to the release thread here http://forums.coronalabs.com/topic/33119-million-tile-engine-beta-release/ to check out the features, videos, and documentation. The buy link is there and also right here: http://sbx.sk/A6Ih

I’m still planning on a Beta release on Friday or, at the latest, Monday!

 

The last of the planned functionality is in place and working correctly, for the most part. Here’s a new video showing off MTE’s fade, zoom, and tint functions. Fade and Tint can be used on individual tiles, layers, levels, or the whole map.

 

http://www.youtube.com/watch?v=cuPQHOP2Zz4

Very impressive work.  Considering Lime had good potential, it was marred by poor performance that never seemed to have gotten resolved, or if it did, I abandoned trying to use it a while back. I’m definitely looking forward to this, as I’d be interested in finally making a fun platformer game on Corona.

 

Let me know when the “pay” link is up, and I’ll be there.

The Million Tile Engine Beta is now available to buy! I’m also proud to announce that MTE now has it’s own forum section and will soon be up on Corona Lab’s 3rd Party Tools page!

Head over to the release thread here http://forums.coronalabs.com/topic/33119-million-tile-engine-beta-release/ to check out the features, videos, and documentation. The buy link is there and also right here: http://sbx.sk/A6Ih

I think the MTE is great. I’m using in my game. Lighting effects would be interesting…

Is there a bug in the code or a bug with my map?

My player “goes under” the floor layer at a certain point. Everything seems to check out as I explain in this short video:   http://screencast.com/t/FuvzgisKS

thanks in advance.