## Search found 141 matches

Wed Aug 23, 2017 6:54 pm
Forum: Support and Development
Topic: Computing transformed coords
Replies: 6
Views: 1521

### Re: Computing transformed coords

Yes that was what i saying. Simple use your own matrix. Oh by the way be warned when setting up your matrix you must deal with the coordinate space transformation yourself.
Wed Aug 23, 2017 3:49 pm
Forum: Support and Development
Topic: sports/football AI
Replies: 2
Views: 715

### Re: sports/football AI

You mean like RoboCup Simulation League?
http://www.robocup.org/leagues/23
Wed Aug 23, 2017 10:52 am
Forum: Support and Development
Topic: Computing transformed coords
Replies: 6
Views: 1521

### Re: Computing transformed coords

You can't set the matrix but you can use your own matrix: local effect=love.graphics.newShader([[ attribute vec3 vPos; attribute vec2 vTex; attribute vec3 vNormal; extern mat4 matrix; varying vec4 v_pos; varying vec3 v_tex; varying vec3 v_normal; vec4 position(mat4 transform_projection, vec4 vertex_...
Mon Aug 21, 2017 3:21 pm
Forum: Support and Development
Topic: How to make a doom-like engine/game?
Replies: 13
Views: 3596

### Re: How to make a doom-like raycaster?

I didn't put the links there to oppose you. I was curious of how Doom really did it. I have read many about Build engine. They got cars, well moving sectors, and only think i knew about Doom was that that is not possible there because of the BSP tree. So i searched for article that described how it ...
Mon Aug 21, 2017 1:20 pm
Forum: Support and Development
Topic: How to make a doom-like engine/game?
Replies: 13
Views: 3596

### Re: How to make a doom-like raycaster?

Look here and watch in slowmo how the screen is actually rendered:
http://fabiensanglard.net/doomIphone/do ... nderer.php
Well there is the same for Duke3D
http://fabiensanglard.net/duke3d/build_ ... ernals.php
Mon Aug 21, 2017 7:42 am
Forum: Support and Development
Topic: How to make a doom-like engine/game?
Replies: 13
Views: 3596

### Re: How to make a doom-like raycaster?

Doom isn't an raycaster. Doom use BSP tree traversion for rendering and hidden surface removal. Also attached file is missing. It is still, for all intensive purposes, a ray caster. Raycasters can use BSP in the same way full 3D engines can But i does not https://www.doomworld.com/forum/topic/71128...
Sun Aug 20, 2017 2:28 pm
Forum: Support and Development
Topic: How to make a doom-like engine/game?
Replies: 13
Views: 3596

### Re: How to make a doom-like raycaster?

Doom isn't an raycaster. Doom use BSP tree traversion for rendering and hidden surface removal.
Also attached file is missing.
Thu Aug 17, 2017 8:23 am
Forum: General
Topic: Try out my course: Lua Programming and Game Development with LÖVE
Replies: 4
Views: 2453

### Re: Try out my course: Lua Programming and Game Development with LÖVE

I am missing State machines, Probability, AI, Unit design, Production & Tech tree construction, Game balance and Game design.
Wed Aug 16, 2017 11:17 am
Forum: General
Topic: Suggestion: Doubleclick callback
Replies: 3
Views: 989

### Re: Suggestion: Doubleclick callback

Question when i double click will i get two events or one event?
Either one is bad.
First will fire single click events although only double click was desired
Second slows down none double clicks
Mon Aug 14, 2017 5:52 pm
Forum: Support and Development
Topic: Computing transformed coords
Replies: 6
Views: 1521

### Re: Computing transformed coords

There is an way using an Canvas with rgba32f format but that is somewhat tricky and slow. But beneath that i did not find any method directly implemented in API.