It's not voxels yet. But it's using the models that my image to voxel program spits out as well as voxel models.
Right now it's a tile based 3d engine much like my GM 3d variations.So I've got my ideas down and now I pretty much have to create the engine from scratch. It's been a tricky road getting some of the basics setup.Map view is functioning not quite right, and walls haven't been offset so there are gaps.But map loading works.I've translating code directly from the Evaldraw version of The Crawl, voxel rpg. Which is a little tricky because ED is C based and GLB is basic based.At least they have all the same capabilities, just done a little different.Here's the raw nasty output of the current state. It's not quite up to par with the other yet.Once this part is finished, and how soon I wish it was so, I can get on to working with possible voxel rendering methods.…managed to fix up the code some, there's some minor issues with the shading algorithm I still need to fix. I replaced the object with simple polygon squares, so I can test the shading algorithm on a per-vertex.The ED version was per object with a fixed global light that created the shading. It'll be interesting to combine the algorithm for shading and a surface voxel display directly together. So per-voxel shading.You tubin' it
How many projects do you have going on anyway?
Currently? Just three.
In order of importance…The Crawl (whenever I make a breakthrough)NES RPG (when I get stuck in TC)Shield Breaker (whenever I get back to it)I've got a bunch more, but those are the ones I'm focusing on. I like to have a couple projects that are different so I can switch when I get stuck on something.EvalDraw… isn't that Ken Silverman's engine?
Yes it is. It can make exe's now.
Any particular reason you used html instead of bbcodes? (or are the bbcodes suddenly broken? Test:Forgot about that. Actually never looked up the code.
Hard to tell that the ray casting is even going on without the map since you are always looking at the brightened area. I guess it would be useful for placing enemies on a minimap?
I can have some fun with the mini map, yep. The ray casting is to limit what is being drawn. In this demo the level is drawn in polygons with calculated coloring in real-time.