You thought it was dead...
Community Forums/Showcase/You thought it was dead...
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...so did I! ^^ The SARE Engine is alive again and here are some new pics to prove it! http://www.blitzbasic.com/logs/userlog.php?user=2133&log=228 |
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What is SARE and why should I CARE? (horrible pun intended ;) I gather that it's a game engine, but of what sort? |
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Well at the moment it has become a DungeonMaster type affair but really it is generic in that it can be tailored to just about any FPS type of game. In the editor I can place objects like doors/pits/moving walls/locks/pressure plates/secret buttons and stuff like water/lava/acid pools. I can also set the players start point in the level. The editor then saves that level and when you load the level into the game engine everything works automatically. Still a fair few things to do but I think the only stumbling block will be the need at some stage to populate the place with monsters since I can't draw in 2D let alone 3D ^^ Never mind, it will keep me off the streets until then =) |
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Looks like a good engine to make a doom remake (orginal doom.. still the best) |
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Yepper... good design... Maybe you could have it load lightmaps as well as levels? Some kind of greyscale PNG thingee... Are there SOUND triggers? (sound trigger once if location is passed) (sound trigger RANDOM if location is passed) etc. -RZ |
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Looking good Shambler. |
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It uses vertex lighting rather than lightmaps,I just could not get my head around not being able to light a dark area with your torch...shame because lightmaps would look cool =/ There are a few sound types handled by the sound er...type, they are ;Sound Classes Const cAmbient=1 ;plays all the time Const cRandom=2 ;plays at random intervals if near the pivot Const cOneTime=3 ;plays once when near the pivot Const cEveryTime=4 ;plays everytime the pivot is approached Const cAutoTrig=5 ;triggered by doors/pits etc Sounds are created using the function Create_Sound(name$,class%,x#,y#,z#,radius#,time%) and an Update_Sound() function called every frame handles all sounds when the game is running. For example, when a machine opens it sets Case sClosed If gLockTrigID%=machine\id% machine\state%=sOpening gAutoTrigID%=machine\OpenSound% EndIf and in the Update_Sound() function there is For s.soundtype=Each soundtype Select s\class% Case cAutoTrig If gAutoTrigID%=s\soundindex% EmitSound (s\soundindex%,s\pivot%) gAutoTrigID%=0 EndIf A machine is basically things like doors/pits/walls which can move/vanish etc. I've just started integrating ParticleCandy and now have a 'magic' type which handles all spells. Now when a spell hits a teleporter is gets teleported, there is nothing like the fun of hitting yourself in the back of the head with your own fireball! :) |