Pathways into Darkness Remake
I'm creating my own C++ game engine that aims to clone Pathways into Darkness and remake it so people will be able to enjoy the game once more.
(A custom built C++ game engine using the Allegro game library)
This Engine will use a hybrid of ray casting (For blocks and collision detections) and trapezium calculations (For lines and fake walls).
One of the things that will be gone is the unique PiD HUD. It may be thrown back in at a later date, but a more-compact HUD will be used (One similar to SystemShock 1).
Last edited by xilef on Apr 4th '11, 17:21, edited 1 time in total.
Hold on, let me find my slide rule.
Childhood is not a race. It's a journey.
- thermoplyae
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i can't make sense of this post, but i can promise you one thing: multiplying tan of anything by pi / 180 or 180 / pi (whichever, since you can't remember which one) is not a sane thing to do.
maybe you could draw a picture?
maybe you could draw a picture?
dude, seriously. dude.
Maybe you should have majored in incomprehensible ramblings instead.
function rate() { x = document.getElementsByClassName('current-rating'); for (var i in x) { x.style.cssText = "width: 25px"; x.innerHTML = "Currently 1/5 Stars."; } }
if (document.URL != "http://www.simplici7y.com/reviews") window.onload = rate;
I'll re-write it again, this is my first result
Can move forward, backward and strafe
In short: For some reason finding the grid locations where the ray hits a side give me an X coordinate in it's millions, I'll post the snippets in a second, but I think I deleted it all to start again, again.
Can move forward, backward and strafe
In short: For some reason finding the grid locations where the ray hits a side give me an X coordinate in it's millions, I'll post the snippets in a second, but I think I deleted it all to start again, again.
Last edited by xilef on Apr 7th '10, 09:24, edited 1 time in total.
ray gives all of us headaches once in a while. I suggest you just ignore him.
Last edited by treellama on Apr 7th '10, 13:24, edited 1 time in total.
I can explain this a little more easily:
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
- thermoplyae
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i meant a diagram of the geometry you'd like to encode, not a screenshot of your broken program; i don't know what to do with that.
dude, seriously. dude.
I miss playing marathon with you The Thug, we have to play sometime!
"My advise: V" - g pack
Maybe this will help?
http://www.permadi.com/tutorial/raycast/index.html
Guess how I found that web site related to your query
http://www.permadi.com/tutorial/raycast/index.html
Guess how I found that web site related to your query
Lougle?
Thank the sun that went nova so that Earth could have iron and silicon.
That's what i used to write the original algorithms, but the x direction seems to produce silly numbers every-time and break the program, so i'm only using the theory presented on that site.Treellama wrote:Maybe this will help?
http://www.permadi.com/tutorial/raycast/index.html
Guess how I found that web site related to your query
Progress on the engine.
Key input doesn't work yet, hence the buttons
No collision detection yet
Frame-rate/movement compensation is rather crazy still
The redraw rate is slow and ugly
EDIT:
Keyinput works
Collision added
Frame-rate/movement fixed
redraw rate quick and double buffered
*Added lighting and even a torch like in PiD
Key input doesn't work yet, hence the buttons
No collision detection yet
Frame-rate/movement compensation is rather crazy still
The redraw rate is slow and ugly
EDIT:
Keyinput works
Collision added
Frame-rate/movement fixed
redraw rate quick and double buffered
*Added lighting and even a torch like in PiD
Last edited by xilef on Apr 23rd '10, 23:00, edited 1 time in total.
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Nice work
What are BOBs for if not to !REDRUM
Thanks for trying something interesting and fun.
PiD and raytracing, something old and something lost between the gpu and cpu.
Be nice to see the easter egg gleaming one day
[attachment=3677:20060414_00.jpg]
PiD and raytracing, something old and something lost between the gpu and cpu.
Be nice to see the easter egg gleaming one day
[attachment=3677:20060414_00.jpg]
- Attachments
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- 20060414_00.jpg (114.14 KiB) Viewed 14098 times
shawn(at)fsu: My nephew wants to start doing game modding ...
hux: If he likes Halo, try modding for Marathon, the older Bungie fps game.
interkin3tic: Noooo!!! I did that in high school and look where I am now: SLASHDOT!!!
........
W: it's long and obnoxious, i like it
hux: If he likes Halo, try modding for Marathon, the older Bungie fps game.
interkin3tic: Noooo!!! I did that in high school and look where I am now: SLASHDOT!!!
........
W: it's long and obnoxious, i like it
Raytracing is still used nowadays for rendering full 3D scenes, it's raycasting that is no-longer used.ahuxley wrote:PiD and raytracing, something old and something lost between the gpu and cpu.
I'm having a lot of trouble with textures, the only way I can do textures is get a pixel colour, draw a line up of that colour to a certain distance, get next colour, draw next line a certain distance, etc, but it's proving to be pretty hard to do.
EDIT: I'll put textures on hold and start on the engine design.
Last edited by xilef on Apr 25th '10, 14:17, edited 1 time in total.
Still can't get textures to work, it grind the engine to a near-hault without producing anything, so i'm doing weapons at the moment and items.
At the moment the engine works similar to alephone, you drag in maps, shapes and physics files and then write a config.ini for your game (Game name, shapes name, key config) then hey presto, it works.
I might release a demo build with a map editor, at the moment there's no monsters, so it'll be maze exploring.
So at the moment it really is pathways. GETIT?!?Xilef wrote:Still can't get textures to work, it grind the engine to a near-hault without producing anything, so i'm doing weapons at the moment and items.
At the moment the engine works similar to alephone, you drag in maps, shapes and physics files and then write a config.ini for your game (Game name, shapes name, key config) then hey presto, it works.
I might release a demo build with a map editor, at the moment there's no monsters, so it'll be maze exploring.
No seriously, though. Looks pretty cool so far. Can't wait to play the original original Marathon.
Last edited by gmanyo on May 12th '10, 11:01, edited 1 time in total.
Why don't you make Scarab of Ra instead?Xilef wrote:Still can't get textures to work
That wasn't realtime rendered, it was frame by frame wasn't it?Treellama wrote:Why don't you make Scarab of Ra instead?
Sorry, no. I'm truing to run away from that mummy over therrrrrrrrrrr............ "splud"Kurinn wrote:Indeed!
Oh, fuck, that motherfucking monkey stole my lamp again!
Hey, is that my lamp?... Oops, no, that's a cobra.
Does anyone have a snakebite kit?...
What are you, if not seven different shades of stupid?
It wasn't continuous, if that's what you mean. I don't know whether the frames were rendered in real time or not. Probably not?Xilef wrote:That wasn't realtime rendered, it was frame by frame wasn't it?
It was still an awesome game.
GOD BLESS AMERICAXilef wrote:
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I think it was real time 2.5D, not real time 3D. Don't worry, it's confusing to a lot of people.Treellama wrote:It wasn't continuous, if that's what you mean. I don't know whether the frames were rendered in real time or not. Probably not?
It was still an awesome game.