Okay, this should make up for those last two.

Posted by Scott_AW on March 16, 2010, 1:38 a.m.

Download Cube16_test3.zip

I believe its pretty much ready to go, as far as the basics. It could stand to combine matching faces into rectangles and such. But otherwise it runs pretty nicely.

Having a little trouble with some other special effects I might use, but for now all the faces …

Success!

Posted by Scott_AW on March 13, 2010, 4:10 a.m.

Made it simpler and fixed the problem. Its a win win.

Download cube16.zip

Animated with FPS

Download test2cube16.zip

Watch it do nothing for awhile then fill up with numbers. After that a glorious voxelized cuby thing shall appear. Much like the screenshot above. After that it will 'dump' a triple …

The 16 cube cubic test.

Posted by Scott_AW on March 11, 2010, 7:20 p.m.

With a full version of GLBasic, I can start having some real fun. So to speak.

So I managed to pull myself away from game related distractions to produce a new test of my 16 cubed cubic dungeon crawler concept.

Unfortunatly my polygon face exclusion method is far from perfect, …

State of RPG, other stuff.

Posted by Scott_AW on March 7, 2010, 3:23 p.m.

Like usual, my time to work on these projects is little. But I did manage to get at least 17 maps completed for the quick rpg I mentioned in some previous blogs ago.

Currently one interior area is nearly done, the Mines is composed of 9 maps, 480x384(standard size), and …

Not about my projects.

Posted by Scott_AW on Feb. 26, 2010, 8:26 p.m.

If there's a common trend in my blogs, it just talk talk talk about what I'm working on or with. I'll still mention a few things though, because that's what I do.

So heres somethings unrelated, or partly related.

First thing is I got a Wii, I know I'm behind …

I did stuff, but not much.

Posted by Scott_AW on Feb. 24, 2010, 7:56 p.m.

So a bit of an update on the remake of an apparently ten-year old rpg I created back in verge.

Some minor changes to tiles so far, that and a major reorganizing of them. Before it was a big mess with object tiles incorperated with world tiles. Some recolors, still …

Well, it was fun, but now for an actual game.

Posted by Scott_AW on Feb. 19, 2010, 10:31 p.m.

Playing around with freebasic and opengl worked out pretty well, although I learned of a glitch in my generation code that may require a little reworking. It resulted in a solid cube having checkered holes, which may or may not be how I set up the vetrices, or something else. …

Basic4Gl, good, but not enough...

Posted by Scott_AW on Feb. 17, 2010, 1:02 p.m.

My first rounds of test in creating a 16x16x16 cubic grid space went pretty well, for on the fly rendering. To make it run better I will have to predefine objects into meshes. Unfortunately Basic4Gl lacks the few GL commands I need to do this.

Its a shame because its …

Oh thats right...

Posted by Scott_AW on Feb. 12, 2010, 12:52 p.m.

Well I was well underway of making a prototype in GM for my planned polygon voxel dungeon when I realized something was a little off…then I remembered the 1000 -vertex- limit for GM 6 models.

Well thats not going to work…so I decided to look at two other avenues to …

Visually lacking, heres some 3d tips.

Posted by Scott_AW on Feb. 10, 2010, 11:28 p.m.

Or a mockup…

I've been browsing through the old code of The Crawl, the GM 3d version that converted level data into 'smart' models. Smart being that it wouldn't create unviewable walls. Pretty much what I'll be using to create this little side project of a 16 cubed cube dungeon. …