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21
Sounds like a grand, ambitious, fun project! Looking forward to seeing more. :)

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GUI library
If it helps, Rhuan has created a very nice HUD system you might be able to leverage. (see HUDSystem.mjs here)

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Code gremlin repellent system
First we had eaty pigs :pig_nose:, now we have code gremlins?!
22
Modern GPUs render everything as textured triangles, this is true for both 2D and 3D graphics.  The specific projection is determined by the transformation matrix in use (in Sphere v2, a Transform object).
23
Isn't there a distinction between 2D and 3D acceleration? Or does miniSphere handle both?
24
I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.

I should note that miniSphere has hardware-accelerated APIs for drawing stuff ("Galileo") so you don't have to do this yourself, you can let the GPU do it.  Sphere 1.x dates back to the 90s and is primarily software-rendered, so that's why you had to do this kind of thing yourself.  Not so much in a modern engine like miniSphere.
25
I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.
I don't remember what it was called, but I know John Carmack (former lead programmer at id Software who pioneered 3D graphics on the IBM PCs and PC clones) wrote an algorithm for handling that kind of thing. I think it was first implemented with the Doom engine.
26
    As it's codename may imply, Project Infineon is a procedurally generated dungeon crawler pulling both creative and technical inspiration from games like Spiral Knights, the newest Tekken game, Minecraft, Cube World, and others.

    The goal in mind is to create a game that generates most if not all content, including but not limited to terrain, caves/dungeons, mobs, NPCs, weapons, potions, and other items. It will also be possible to add content packs made by other users that may add additional storylines, new game mechanics, etcetera but I'm still on the fence about how far I want to take the API for that.

    For my own sake, I'm dumping a list of features that I would like to add, as well as features that I need to add. I'll try and update this as development progresses.

    • Stuff to implement:
       
      • 3D rendering library (With ability to color polygons as an alternative to using textures)
      • Sound management library
      • GUI library
      • Code gremlin repellent system
    • Extra ideas to implement:
       
      • "Monika" miniboss (Reference to Doki Doki Literature Club)
      • System for displaying a random character on the main menu
      • Obligatory "Is that a Joe Joe reference?!" (I need to watch Joe Joe's Bizarre Adventure)

    That's about it thus far, I'll update this with some screenshots once I make some progress with the 3D rendering system.
27
I lost most of my old Sphere games and resources when my laptop died (milk +laptop + seizure = spilled milk and a dead laptop), but I remember someone created a rudimentary 3D test game that rendered some cubes with textures from Minecraft, and you could move around the camera.
You could always do it with transformBlit and some maths but it's a bit of a pain.
Sorry about the long delay between responses, between my ADHD and school sometimes I can forget things, like having an account on here.

You definitely can! I'm currently writing a 3D graphics library for a game I'm developing, it's primarily using the Sphere v1.5 functions but once I can learn how to use MiniSphere properly I plan on updating it to the newer engine. I'll share it here on the forums once I have it in an operable state (And have ensured my code isn't a heaping tangle of spaghetti).

It most likely will require defining models within your code at first, but eventually I'm hoping to make it possible to import .obj files and the likes. I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.
28
Libraries / Re: MapEngine for Sphere v2
Last post by DaVince -
I think this thread could benefit from some visual benefits that the map engine offers! I'll start by showing the zooming capabilities of the map engine, as well as the flexible HUD/GUI system that is built around it.
29
Projects / Re: Map Engine and Sprite Engine for Sphere v2 - Plan
Last post by Rhuan -
6/10 not enough pigs
Should I make some kind of performance test involving a herd of pigs?
30
Projects / Re: Map Engine and Sprite Engine for Sphere v2 - Plan
Last post by Fat Cerberus -
6/10 not enough pigs