Some graphics 2 demo screenshots

Nice job. this is that “2.5d” style management of textures to mimic 3d right? Something similar to the engines built for those old FPS games like Doom.

You still must have some trig heavy algorithms that distort and place these textures at the correct x,y locations? If you care to share one day I’d like to see your code.

Well, there’s no dynamic movement in my demo, you move cell by cell (see games like dungeon master or LavaLevel’s QuestLord). I could adapt it slightly (and in fact did some quick tests) but hte problem is the framerate. I get, for a reasonable draw distance, around 8 fps on the ipad 2 - it is a looot of big distorted images.

I’m re-writing the code now to speed it up and include culling etc, but with the best will in the world I’d not expect to get realtime values, and having dynamic movement would remove a lot of the optimisations I can have due to a semi-fixed viewpoint (the viewpoint can be pretty much anywhere - what really needs to be fixed are the view directions).

The maths is really actually quite simple, in some places it is as simple as:

local screenX = x / z * screenScalar

local screenY = y / z * screenScalar

just repeated for the corners.

One thing I’ve not thought about, that would be a problem for a more free-form 3D engine is clipping. Past experience tells me that when polygons start crossing the Z = 0 plane, things go haywire reeeeally quickly!

I don’t want to be a tease, as this isn’t an actual game (yet?), but I redid the drawing code and it runs much faster.

I also changed it to use containers, and the end results are… well, take a look :wink:

http://imgur.com/a/0RRhj

Yes you can play it 4 player, albeit cramped!

I’m confused :slight_smile: So the dungeon was originally ~8fps, but now it’s 8 times quicker - does that mean you’re getting ~60fps on the dungeon code?

Love these screen shots - I was wondering how long it would be before someone started their custom 3D engine :wink:

I’ve never seen Road Rash, but the road demo does remind me of E-Type on the Acorn Archimedes: http://youtu.be/ib9Hn4aQYAo?t=20s

I’m shocked Matt :slight_smile:

http://www.youtube.com/watch?v=JimhxCE0hhA

Was a 16-bit classic…

Do take my Fps numbers with a pinch of salt as it is hard to get exact figures. As it speeds up I tend to extend the draw distance instead of just having a nicer framerate. Also framerate depends on the view. It benefits greatly from the culling so an empty area is actually the worst case scenario, but naturally if you have lots of bits blocking the view, you dont tend to be able to see so far anyway :slight_smile: I have some more ideas on how to speed things up but I need a design decision really - do I go lower res textures (yes I think, is a necessity as I wont get a lot of 512x512 textures into vram - 256x256 gives me 64 while 128x128 gives me 256 all in a single 2048x2048 imagesheet), but then do I go for deliberately pixelated look for old school? It should give me a speed up (render small and stretch to screen), but I’m not sure… More important I think is to start getting the concept of objects into it so you can see each other, but I’m at the point where it is moving out of demo territory, so need to plan it well.

Also, why road rash and not just plain old Outrun? That was what nspired me originally!

:smiley: don’t forget that Corona main focus is 2D. Now it’ll give us more possibilities with introduction of techniques to get 2.5D but still target isn’t full blown 3D. But still It’s so great to get open gl/es features *.*

:smiley: don’t forget that Corona main focus is 2D. Now it’ll give us more possibilities with introduction of techniques to get 2.5D but still target isn’t full blown 3D. But still It’s so great to get such toolsets of open gl/es features *.*

Bumping an oldish thread, but I feel like I’ve made significant enough progress that people might be interested to see more of what can be achieved with graphics 2.

http://imgur.com/a/FuTGU

A sample:

mmw2b3V.jpg

Thank you for posting your progress, this looks really awesome! :slight_smile:

This looks great! Thanks for keeping us updated.

Another bump, but this time to let everyone know I have available (for now) an android-only test:

http://forums.coronalabs.com/topic/40235-dungeoneer-publicly-available-android-sample/

Another bump, but this time to let everyone know I have available (for now) an android-only test:

http://forums.coronalabs.com/topic/40235-dungeoneer-publicly-available-android-sample/