Older versions of Löve worked differently in that a framebuffer was cleared as soon as it was targeted. In order to keep drawing to one you had to save changes to another buffer then copy it back over to the first, draw the new stuff and save that back to the second.
Canvases will let you draw to them whenever you want like a paint program does. Could be useful for creating spatter overlays for stuff like bullet holes or blood spatters or paintball splashes.
0.8 will be really nice when it's finalized.
Working Raycasting example! WolfenLöve 3D if you will...
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: Working Raycasting example! WolfenLöve 3D if you will...
Teaser of ideas I'm playing around with.
The framerate does suffer when using multiple layered levels though. Plus I haven't figured out how doors will work when there will need to be a block above it. So who knows if it'll stick around. But it does give it a sort of ROTT feel. I am hoping to have worlds with really tall levels and really small ones. Like outside areas in city blocks with tall buildings then shorter lobbies inside them. Note how upper textures can be different than lower ones. Currently I can't do overhanging blocks because the raycaster only accounts for lower blocks so it doesn't know upper ones exist. I hope I can have it check for upper ones without losing too much framerate. It's already pretty low even on 2x pixel resolutions. Above is showing 14FPS on a 1:1 pixel screen of 800x500. Set it to 2x on a 640x480 and it speeds up a bit. If I have to, I'll throw the whole idea out or just use sparingly.
The framerate does suffer when using multiple layered levels though. Plus I haven't figured out how doors will work when there will need to be a block above it. So who knows if it'll stick around. But it does give it a sort of ROTT feel. I am hoping to have worlds with really tall levels and really small ones. Like outside areas in city blocks with tall buildings then shorter lobbies inside them. Note how upper textures can be different than lower ones. Currently I can't do overhanging blocks because the raycaster only accounts for lower blocks so it doesn't know upper ones exist. I hope I can have it check for upper ones without losing too much framerate. It's already pretty low even on 2x pixel resolutions. Above is showing 14FPS on a 1:1 pixel screen of 800x500. Set it to 2x on a 640x480 and it speeds up a bit. If I have to, I'll throw the whole idea out or just use sparingly.
Re: Working Raycasting example! WolfenLöve 3D if you will...
Hi guys,
I'm making a raycasting game for Mini LD#31 (http://www.ludumdare.com) ... I would like to share some progress:
Best regards
JF
I'm making a raycasting game for Mini LD#31 (http://www.ludumdare.com) ... I would like to share some progress:
Best regards
JF
Re: Working Raycasting example! WolfenLöve 3D if you will...
Very nice lighting effect. I was waiting for a BOO! moment, but I guess that's for later.
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: Working Raycasting example! WolfenLöve 3D if you will...
I'm glad someone bumped my thread but didn't know it was a competitor.
I don't care. I'm going to continue making my engine more awesome. I need to implement a few new things before I create an official thread.
But keep going. Is the lighting there to keep the amount of draw calls low or just for fun? I look forward to seeing it done after LD. Make sure to create a new thread or bump this or something.
I don't care. I'm going to continue making my engine more awesome. I need to implement a few new things before I create an official thread.
But keep going. Is the lighting there to keep the amount of draw calls low or just for fun? I look forward to seeing it done after LD. Make sure to create a new thread or bump this or something.
Re: Working Raycasting example! WolfenLöve 3D if you will...
The theme of the mini LD is Fear. So probably for mood.
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: Working Raycasting example! WolfenLöve 3D if you will...
For some reason, that video makes me think that the player is pacman, and those gosts will pop up when you least expect it.
Help us help you: attach a .love.
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: Working Raycasting example! WolfenLöve 3D if you will...
First person Pac-Man. Would be so much harder since you can't see where they are. But use a 3D surround effect to tell the player where they are and how close.
I'm sure it's been done. But hey.
I'm sure it's been done. But hey.
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: Working Raycasting example! WolfenLöve 3D if you will...
So, jfroco, did you ever finish your LD game?
Re: Working Raycasting example! WolfenLöve 3D if you will...
Hola Jasoco,
I couldn't make it on time. I blame real life.
On the bright side, I added some features to my raycasting engine. Now it supports moving sprites (enemies) and I implemented a circle-based collision detection.
I will try to finish it this week end.
Thank you for asking.
Best regards
I couldn't make it on time. I blame real life.
On the bright side, I added some features to my raycasting engine. Now it supports moving sprites (enemies) and I implemented a circle-based collision detection.
I will try to finish it this week end.
Thank you for asking.
Best regards
Who is online
Users browsing this forum: Amazon [Bot], Bing [Bot], Google [Bot], Semrush [Bot], slime and 1 guest