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Reputation: 329 My posts turn threads into gold
Active Posts:
378 (0.1 per day)
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Everything EDuke32 (276 posts)
07-May 09
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User is offline Jul 14 2019 10:58 PM

My Information

29 years old
June 4, 1990
Not Telling Not Telling
St. Petersburg, Russia

Contact Information

Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ  355591824
Skype  the_lezing

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Posts I've Made

  1. In Topic: How about porting Duke 3D to my new engine?

    27 October 2018 - 02:09 AM

    View Postpacman, on 26 October 2018 - 06:14 AM, said:

    How will be the actual coding part? I mean, something affordable for non-coders like editing .con files? or perhaps the awesome acs script language on ZDoom, very handy to add events on the maps, as in changing the music on a certain linedef, triggering a sound, changing lightning, pretty much anything your imagination can deliver, and it's pretty doable as a non-coder. I always wished build had something like this.

    There will be a controller system which defines logic for each map. The rest (items, switches, enemy behavior) must be hard-coded. Eventually I'll probably introduce some scripting language (unified with all my other projects), but not for this engine version, since I need a working solution for game making as soon as possible.
  2. In Topic: How about porting Duke 3D to my new engine?

    25 October 2018 - 10:06 AM

    View Postpacman, on 25 October 2018 - 09:40 AM, said:

    Do you have any vids or screens of the map editor? can u make it similar to build? :D

    I hope to see multiplayer before eduke32 does :P

    No videos or screens so far. I'll make some when the editor will become usable enough. It will have some similarity to Build editor, but having more utility for handling multilevel constructions, namely extensively using boolean operations in three dimensions to build level geometry. Also my engine supports multi-instancing, so any material could be replicated on various surfaces with no memory overhead. The editor should be aware of this and 'fork' materials (patterns+samples) on demand. Another complication is that several sectors can share the same floor/ceiling surface, what is very useful for rooms-over-rooms, saves memory and increases rendering speeds too.

    The editor should be equipped with profiling/optimization tools as well, because framerates highly depend on how well the map is designed and optimized, or how well it makes use of engine optimizations.

    I'll try making some multiplayer sessions next year, so stay tuned.
  3. In Topic: How about porting Duke 3D to my new engine?

    25 October 2018 - 06:17 AM

    View Postpacman, on 24 October 2018 - 11:17 AM, said:

    Awesome. Can it do enemy sprites as 3d voxels too? I always hated 3d models but the sprites are pretty lame with mouselook on on retro games :rolleyes:

    Also, will this engine have multiplayer support? I always wanted to create my own retro style game, but I suck at programing and the modern engine editors suck and I always went back to mapster.

    Is this similar to mapster in the creation of the maps?

    Also, assuming I do my own levels, own sound and music and whatnot, could I release it commercially on steam and so on for free or you must buy a license?

    Also, when will it be finished so it can be used to create games on it?

    You can use voxels for all the level decoration, objects, or characters (enemies and NPCs) if you want. Models will be supported too, and I'd recommend using meshes for enemies, since they are easier to animate.

    Certainly I'll add multiplayer support, it's just the underlying framework not ready for managing TCP/IP connections. Note that Brahma engine is built on top of NipSys64 framework, and LNGA as game base will be an extension of Brahma engine.

    Now the LNGA map creator is the only means to make maps from scratch, it's very handy, but still incomplete and has no proper GUI. Of course, one can import Build maps, but the feature set will be limited.

    The engine is proprietary and must be licensed for creating commercial games. But at the moment, I must program any game directly into the engine project, and my teammates can only supply other content (maps, sounds, textures, voxels). That way, we can develop indie games. The next version of the engine will have static libraries and header files, so other developers could buy the engine and program their games themselves. So you'll have to wait for the next engine version if you want to make your own games.
  4. In Topic: How about porting Duke 3D to my new engine?

    03 October 2018 - 03:05 PM

    View PostTON, on 03 October 2018 - 11:13 AM, said:


    That water doesn't even have reflectivity, as far as I can see, just slightly distorted refraction. My water already correctly combines reflected with refracted layers and even tries to do total internal reflection seen from below the surface. I just need to make the process automatic, make such reflections appear on all boundaries between spaces with different index of refraction. My maps can define IOR and other physical properties for groups of sectors called subspaces.

    The screen wapring effect from LNGA was slow as hell, because each row had to be rendered separately. My goal is to produce some fake distortion for refracted part based on a heightmap. A heightmapped water with dynamic perturbations is what I aim for.
  5. In Topic: How about porting Duke 3D to my new engine?

    30 September 2018 - 10:51 AM

    View PostMusicallyInspired, on 30 September 2018 - 06:56 AM, said:

    Nice. I like the slight reflection on glass windows too!

    Yes, the portal system with a secondary buffer allows such partial reflections. Not every modern engine can do multiple semi-transparent reflections without serious speed penalty, and in Brahma it works like a charm. I'm yet to implement fresnel reflections for full realism though.

    Otherwise, I'm having some success in creating reflective water, but so far it's just a flat reflection without any perturbations, like a glass surface. Maybe if I could couple a dynamic heightmap with a dynamic reflection map, and also render what is beneath the surface with a vertical shrink due to refraction, I would get realistic looking pools of water. But heightmaps are still a work in progress, and I didn't even touch reflection mapping so far. Correctly rendering water surface from below is another story...


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