To explain it in more detail what exactly this update brings, I have to explain the process behind it. I noticed that the engine became slower and slower over time especially at bigger screen sizes, rendering it impossible to keep a steady 60 FPS frame rate, especially when using maps with numerous sectors. The rewrite required me to split up the custom objects into arrays of primitive data types such as Integer, Float, Boolean, Uint, etc., interestingly making the code more readable (?). There are also many, more efficient loops, algorithms, and so on implemented, intertwining to some extent the rendering and game logic. This version is called ULTRA, always when creating a rewrite of the engine I for some inexplicable reason that way. Anyways, I will soon create my GitHub repository to share the source code of the engine. As of now the UI is very rudimentary and basic, however soon the font rendering will be reintroduced.
Felix
Next up
Sorry for not updating, I've been working on the code documentation i.e., my pre-scientific research paper on this very topic. The video uploaded uses music I do not own, the music used is „Northern Lights“ by Paul Hardcastle. Thanks until next time...
Running at 60 FPS, cry harder Python denouncers. Implemented all of the DOOM I and II visual rendering features, only feature missing to call it the Build Engine is Slope Rendering, hence this is the next and final step towards replicating Build.
Bandana Dee the Dream Friend
Check out this scifi scene by Jason Kwak!
https://www.artstation.com/artwork/681R05
#3dart #npbr #scifi #cyberpunk #environment #office #computers
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