Hopefully this is the smallest Pacman you've ever seen... And yes it is UNDER DEVELOPMENT so collisions does not work and there's an error in the level design so the central point will let you pass trought walls. But this does not matter. Next step is collision between pacman and ghosts, then retexturing and adding eyes to ghosts, and things to be eated
I'll "release the source" because i need suggestions for graphics. See you soon!
I use pure mathematics and MeshExpressions both for Pacman and the Ghosts, so file size is independant from graphics
The best part is that actually Pacman and ghosts DO NOT collide with walls but they do collide with invisible models placed in the middle of every cross, and when they collide the invisible model "tells" pacman what directions he can choose in yhis way, lots of issues are easy to resolve, but level design is more important than everything else (bad level -> pacman running wild inside walls).
Ville you must give this a look! There are big texture incongruences between preview and play! That sounds strange I know, but it seems to be some kind of psychedelic thing (related to rotation?).
BTW the work is still in progress and this is a sort of "alpha" stage. I'm quite slow I know but... university is pretty difficult... so not so much spare time...
i saw the difference between preview and normal starting ...
there is difference actually...
btw, interesting use of shaders, I haven't tried using them, so I didn't even know how to use it, but now I can experiment a little bit with it ...
and one thing... my fps in your game was around 5-10 ...
ghost model has like 4k poly, and player model has 2k poly, but they are so simple ... You should decrease that a little bit, its useless to waste performance on such a detail ...
wow! when you get 4 fps you risk getting models running throught walls!
Hopefully it was 4 k in preview mode... Because 4000*2+2000 = 10k triangles shouldn't be that hard for a modern graphic card (modern = geForce 4 or more)
Plus, this morning discrepancy went away for me. Argh!
Turshija, if you can, please post a screen of the preview mode!
I see the difference too. Perhaps it is related to the lightposition somehow not being the same in preview vs run-mode, since the shader is dependent on that. I'll take a look at this and try to fix it for next release.
Meanwhile you could try to replace the lighposition-variable with a constant vector instead in the shaders. I'd post an example but I don't remember the exact syntax. Something like "const vec4 myLight = vec4(1.5, 2.0, 1.0, 1.0);" for the declaration and then replace lightposition with myLight in the expressions.
I have ATI Radeon X1270 in my laptop, and that is probably the problem ... But look at the JPH's last project, it has many details and I can run it on 40 FPS without any problems ... But I don't know if he used shaders or not ... Anyway, I have big fps loss here...
kattle87 wrote:wow! when you get 4 fps you risk getting models running throught walls!
This is why we need Raycast You're not only going to run into this "problem" when a game is running slower then intended, also anything with a small collision model or moving at high speed ( bullets / racing ) might slip through obstacles when you don't check the trajectory before moving the object in question.
Right now the most solid solution is either to go with a grid or to calculate the trajectories yourself. Although I do feel bad not using the build-in collision capacities
*Alternatively you could go frame based, causing your game to playback more slowly on systems that can't catch up.
There is a built in logic in ZGE that the logic never operates on a deltatime larger than 1/10 of a second (10 fps). But this may still be too large when dealing with collision between fast moving small objects. Anyway in preview mode fps normally is really low, so hopefully a fps this low will not appear in realtime. I agree the collision system should calculate and test trajectories, hopefully this can be fixed in a future version without too much work.
Not just for collisions, also to gather information about the environment. How far away are walls / floors, what's the intersected face's normal, detecting whether a enemy can see the player or if its vision is obscured by a obstacle, easy 3d object selection, laser beams .. the list goes on.
*And yes, a Alpha release of WAVE is just around the corner