So instead a 16x16x16 object based dungeon crawler, we get a 64x64x64 one instead.
This is currently pretty early on, I'm currently naming them phase# and so on until the whole engine is done.Right now it just features basic Old-School dungeon crawler movement, but with voxel objects creating the level.Collision with walls works, and only a portion of the map is rendered based on camera angle and position.Voxel Dungeon Crawler
Posted by Scott_AW on May 7, 2010, 5:06 p.m.
Pretty dang awesome. Strange how flat the walls look unless they are beside you. You should work on making the floors and walls loop better. Other than that, it's awesome.
Theres one issue, and that the models are individualy lit. Theres no lighting or fog featured on Evaldraw. However the code can be easily ported to C and I've been meaning to more throughly read on how to display voxel objects. I have the build engine and voxlap to look over.
voxel seems pretty cool, you can make some awesome retro but 3D stuff with this.
I agree, its a long forgotten style of rendering. I remember wondering what the hell they were when I first played Blood.
I couldn't get the thing to run in my Windows XP for some reason (putting both EvalDraw and the .bat file in the same folder). Sometimes it gave me an error report of sorts, sometimes not. Mostly it just resized my resolution.
As for the vid - I was never a fan of dungeon crawler-style movement. :P Go forward. See the path to your left. But instead, go forward, stare at the wall, and THEN turn.towards the path left.Don't know why it wouldn't work, I use XP too. It could be the default compiler which is new and a little touchy. You need to switch to Ken's original compiler in the INI or in the program.
I've always liked dungeon crawlers.Looks pretty neat, I see a lot of potential in that artistic direction.
Thanks, suck on that Ebert.