Marl

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Marl

Marl

@DOOMReboot

Prolific Software Architect / Engineer (PC/Android/iOS/Linux) Rendering & #GameEngineDev (runs OG #DOOM) C++ & OpenGL. NOT a "source port"!

Illinois, USA Katılım Ocak 2018
3K Takip Edilen2.9K Takipçiler
ThePPShow
ThePPShow@ThePPseedsShow·
If you would like to be part of our special nft coming next please comment below here
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Marl@DOOMReboot·
@AdamCYounis which mobile apps do you recommend for pixel art?
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Marl@DOOMReboot·
@AdriKriptok The engine itself is considered complete for running DOOM. And life got in the way of me releasing a custom retro game, but I'd love to start a brand new engine someday with all that I've learned! How've ya been??
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Ben Dower
Ben Dower@nobody_qwert·
Thread 🧵- I asked DeepSeek's R1 to implement Doom from scratch in a HMTL file (see Prompt below👇)
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ATOM TEAM
ATOM TEAM@the_atomgame·
We continue to deliver updates for Trudograd, now for @XboxBR Thanks to the translation by @mundonasher and should now be available in 🇧🇷 Please check it for us! We hope everything is set up correctly. xbox.com/pt-BR/games/st… Changelog: - Added Brazilian translation - Added Ukrainian translation - Fixed decals in isometric mode - Fixed Sherbetov's safe: The PIN dialog only appears after a successful steal attempt - Fixed Agil and the Ruslans quest - Fixed game getting stuck when console is turned off during game configuration saving - General minor bug fixes
ATOM TEAM tweet media
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Marl@DOOMReboot·
@kbeevans Incredibly awesome. Nicely done.
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Marl@DOOMReboot·
@Colonthreee @cpheinrich If the floor plan is already generated, massaging the wall segments->SEGS. Patching in textures->FLATS is cake
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Marl@DOOMReboot·
@pulte Not throwing my hat in the ring, but just wanted to say this is very kind and generous of you all. Bless you all!
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Marl@DOOMReboot·
@AdriKriptok You'd move the cylinder, detect that the point within it + the half space between wall and cylinder is neg. Then, you'd push the cylinder away using the normals of the walls. The sharp corner would be interesting ofc, but my first thought use avg normal of adjacent corner's walls
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Adri Kriptok
Adri Kriptok@AdriKriptok·
@DOOMReboot I don't really know which is the "correct" way to implement this kind of collisions. Is it recursiveness?? Iteration?? Is there a "definitive way"?? I haven't been able to check that book you recomended yet, BTW.
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Adri Kriptok
Adri Kriptok@AdriKriptok·
Hey, @DOOMReboot, do you have any resource to recommend about wall collision?? Either related to Doom or not.
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Marl
Marl@DOOMReboot·
@AdriKriptok Well, if you think about it, they're the same. That is, any recursive algo can easily be written as a loop and using a stack (basically simulating the the processor's stack). Whichever way appeals to you is best.
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Marl@DOOMReboot·
@AdriKriptok Are you handling collisions and resolutions within a loop? Eg.: Collect all collisions. Iterate or recursively handle each one. Repeat these until a max depth of recursion or a predefined number of iterations is reached or the objects no longer intersect?
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Adri Kriptok
Adri Kriptok@AdriKriptok·
@DOOMReboot This is one of the shapes I've been having problems, for example (imagine this is a top-down view). After moving, the cylinder/circle ends up colliding with a wall and a "point" at the same time. So it has to recieve two "pushes" in diferent directions.
Adri Kriptok tweet mediaAdri Kriptok tweet media
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Marl
Marl@DOOMReboot·
@AdriKriptok Is it 2D or 3D you're having troubles with? And what kind of bounding volumes are you using? Troubles detecting collisions or maybe the resolutions?
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Adri Kriptok
Adri Kriptok@AdriKriptok·
@DOOMReboot I actually haven't had problems with rounding errors yet, but thanks for the heads up. My problems are more "conceptual" than anything else. I mostly just don't know what I'm doing, or even if what I want to do is posible.
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Marl
Marl@DOOMReboot·
@AdriKriptok Definitely have to watch out for floating point precision degradation as you iterate through the collioson/resolution loops.
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Adri Kriptok
Adri Kriptok@AdriKriptok·
@DOOMReboot Thanks, man! I'm gonna check it out. I've been stuck for months with my doom-like engine collisions. I just can't get it to work perfectly.
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Marl@DOOMReboot·
@ThisSoftware Rider, haven't tried it yet... but soon. How is it a game changer?
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Marl@DOOMReboot·
@TomMerfy Does it? Which parts? It's my primary editor too and seems to work ok for the basic things I make. Although, the flood fill seems to take longer than it should and it does seem to consume a bit too much memory in an erratic kind of way.
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Marl@DOOMReboot·
@PenguinDT Is this done when it flattens the layers? Where does your script store the alpha channel?
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TAGAP
TAGAP@PenguinDT·
@DOOMReboot The alpha channel works, but it totally messes the matte. And if you save a TGA file and want to edit the matte later, saving nukes the alpha channel. It's infuriating. I wrote my own scripts for different kinds of matte, one using Solidify plugins.
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