ANN: Wanderer 3d game
[1/9] from: ryancole::usa::com at: 5-Nov-2001 7:16
Hey guys,
I fixed up my ray casting engine and created a little game called wanderer.r. It runs
ok only on fast computers, but worth checking out either way.
http://www.sonic.net/~gaia/games/wanderer/wanderer.r
Still a few minor issues, such a keyboard buffer issue, so just click on the screen in
the direction you want to go. Feel free to report any bugs.
Also, it uses a dialect for creating the 3d environment, you are encouraged to make your
adventures. An example of the dialect is at
http://www.sonic.net/~gaia/games/wanderer/river.r
FYI I will be able supporting small objects soon, but keep in mind they slow things down
when looking at them, so plan to use them sparingly only in small rooms.
--Ryan
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[2/9] from: carl:cybercraft at: 5-Nov-2001 23:01
On 05-Nov-01, ryan cole wrote:
> Hey guys,
> I fixed up my ray casting engine and created a little game called
> wanderer.r. It runs ok only on fast computers, but worth checking
> out either way.
> http://www.sonic.net/~gaia/games/wanderer/wanderer.r
Nothing happened from the Desktop and from the Console I get...
>> do http://www.sonic.net/~gaia/games/wanderer/wanderer.r
** User Error: Error. Target url:
http://www.sonic.net/~gaia/see/map.rob could not be retrieved.
Server response: HTTP/1.1 404 Not Found
** Near: map: load http://www.sonic.net/~gaia/see/map.rob
graphics: load
> Still a few minor issues, such a keyboard buffer issue, so just
> click on the screen in the direction you want to go. Feel free to
> report any bugs.
> Also, it uses a dialect for creating the 3d environment, you are
> encouraged to make your adventures. An example of the dialect is at
> http://www.sonic.net/~gaia/games/wanderer/river.r
And that doesn't work either Ryan. (: Should be (I guess)...
http://www.sonic.net/~gaia/games/wanderer/river/river.r
> FYI I will be able supporting small objects soon, but keep in mind
> they slow things down when looking at them, so plan to use them
> sparingly only in small rooms.
> --Ryan
--
Carl Read
[3/9] from: media:quazart at: 5-Nov-2001 10:52
REALLY COOL!
damn the map is large ;-)
-MAx
----- Original Message -----
From: "ryan cole" <[ryancole--usa--com]>
To: <[rebol-list--rebol--com]>
Sent: Sunday, November 04, 2001 6:16 PM
Subject: [REBOL] ANN: Wanderer 3d game
> Hey guys,
> I fixed up my ray casting engine and created a little game called
wanderer.r. It runs ok only on fast computers, but worth checking out either
way.
> http://www.sonic.net/~gaia/games/wanderer/wanderer.r
>
> Still a few minor issues, such a keyboard buffer issue, so just click on
the screen in the direction you want to go. Feel free to report any bugs.
> Also, it uses a dialect for creating the 3d environment, you are
encouraged to make your adventures. An example of the dialect is at
> http://www.sonic.net/~gaia/games/wanderer/river.r
>
> FYI I will be able supporting small objects soon, but keep in mind they
slow things down when looking at them, so plan to use them sparingly only in
small rooms.
[4/9] from: ryanc:iesco-dms at: 5-Nov-2001 9:19
Hey Carl, see below...
Carl Read wrote:
<SNIP>
> > http://www.sonic.net/~gaia/games/wanderer/wanderer.r
<<quoted lines omitted: 5>>
> ** Near: map: load http://www.sonic.net/~gaia/see/map.rob
> graphics: load
</SNIP>
You have the old version of see.r in your Reb cache, just delete it. I
suppose I need to add some version handling already.
<SNIP>
> > http://www.sonic.net/~gaia/games/wanderer/river.r
>
> And that doesn't work either Ryan. (: Should be (I guess)...
>
> http://www.sonic.net/~gaia/games/wanderer/river/river.r
>
Thanks, thats correct. I updated that file to serve as a how-to last
night, so you might want to refresh it and read up.
--Ryan
Ryan Cole
Programmer Analyst
www.iesco-dms.com
707-468-5400
The contradiction so puzzling to the ordinary way
of thinking comes from the fact that we have to use
language to communicate our inner experience
which in its very nature transcends lingistics.
-D.T. Suzuki
[5/9] from: ryanc:iesco-dms at: 5-Nov-2001 9:41
I know!!! The maps are too big! I need to have it start on some smaller ones.
The river was supposed to be small, but I have gotten lost each time I play
it--and I wrote the map! And then the caves, there so huge I get lost
instantly. The first gadget I plan to make is a map, and the second a compass.
I think a load/save game feature is necessary too.
--Ryan
Media wrote:
> REALLY COOL!
> damn the map is large ;-)
<<quoted lines omitted: 47>>
> [rebol-request--rebol--com] with "unsubscribe" in the
> subject, without the quotes.
--
Ryan Cole
Programmer Analyst
www.iesco-dms.com
707-468-5400
The contradiction so puzzling to the ordinary way
of thinking comes from the fact that we have to use
language to communicate our inner experience
which in its very nature transcends lingistics.
-D.T. Suzuki
[6/9] from: greggirwin:mindspring at: 5-Nov-2001 11:55
Hi Ryan,
<<...I have gotten lost each time I play it--and I wrote the map! >>
Whew! I thought it was just me. :) I just checked it out. Very cool indeed.
--Gregg
[7/9] from: media:quazart at: 5-Nov-2001 14:08
yess to all!
I got to the dungeon on the first trip, but the dungeon... creates a stack
buffer overflow!!!
maybe just a little adjustment on the priorities:
rebol []
priorities: sort/reverse ['map 'compass 'load-save]
print priorities
-Max
Sorry, I just couldn't resist... using rebol dialect... I wonder if Carl put
dialects in rebol so we could ply rebol to other languages or if it really
was a way for us to translate our own language into rebol's dialect... ;-)
[8/9] from: ptretter:charter at: 5-Nov-2001 13:11
I just get very crude graphics with this. Seems strange as I got Voodoo5
video card on Win2k which gives me awesome graphics on everything else.
Paul Tretter
[9/9] from: ryanc:iesco-dms at: 5-Nov-2001 12:25
Paul Tretter wrote:
> I just get very crude graphics with this. Seems strange as I got Voodoo5
> video card on Win2k which gives me awesome graphics on everything else.
>
> Paul Tretter
This is because I cant access the 3d commands built into modern video cards and
processors like most 3d games use. The code for those games is very platform
dependent. What matters in my program is your CPU's Megaherts and how much your
operating system runs the process. This program is special in that it maybe the
first ray caster ever built with a script language and cross platform to boast.
Albeit, no frills.
I have been analyzing the ray casting code and have found some possible areas
for improvement in speed, and also some ways to increase quality without giving
up much or any speed in return. Dont get your hopes up though, it will always
be pre-doom quality. At least until RT includes ray casting commands into
REBOL.
--Ryan
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