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Hinode Coder
191 posts


This Saturday an awesome episode is going out - @nafonsopt who is working on ARK (ark-vcs.com) will walk me through why Git LFS and Perforce suck for frequently-modified-binaries! And how ARK aims to change that!
Here, Nuno gives a history lesson on TRUNK based development :) :) :)
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@EliasDaler Hey. This project looks superb. Keep up the good work. I’m really curious how it’ll turn out! Also: collision resolution stuff is always hairy.
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@Nefrace Yup. Just parsing brushes and discard everything that’s not AABB for collisions.
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@HinodeCoder Oh so you're not using the geometry itself for collisions and just checking collision with axis-aligned boxes?
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Solving “the biggest problem of modern FPS games” today: DOORS. I’ve also added triggers, so in #trenchbroom you could point what they trigger. Still #raylib but I’m focusing more on a game than visuals for now.
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@Nefrace Ericw Tools are great to build basic BSP maps from Trenchbroom. No need to bake light or vis.
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@HinodeCoder Great stuff! Is there a possibility to peek at the code you use to work with trenchbroom maps? My current workflow is kinda just getting an OBJ and checking collisions in "sphere-to-triangle" way. I want to try to use the original format, but I'm not sure how to parse and use it.
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@tsoding Totally possible. I’ve made a basic software renderer that imported Quake map and to be honest: with some work it would be cool.
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Here is a random thought I've been having for a while already. People were making 3D games WITHOUT hardware acceleration in 1998. Surely today in 2025 CPUs are magnitudes more fast than in 1998.
So you can probably make a software rendered 3D game today that looks and performs much much better than Thief and don't have to deal with the bullshit that is the modern Graphics API and be EXTREMELY portable. It's not gonna be the cutting edge AAA gaming, but you can surely make something indie-ish cutesy low-poly no problem.
I feel like today it's more feasible than in 1998.

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@tsoding Yes! And soon it will be possible with raylib, thanks to the new OpenGL-1.1-stylish single-file header-only software rendering backend! -WIP-
github.com/raysan5/raylib…
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@HinodeCoder You're making some good progress!
I'm very eagerly looking forward to what will become of this.
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@wmcoyne To be honest: I only use AABB collision detection. For FPS like this its simple and convenient. Sometimes you just dont need complex solutions.
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@HinodeCoder Great job so far. I'm working on an old school 3D dungeon crawler in C++ and raylib myself. Collision detection is something I want to learn myself. My grid based movement doesn't use it.
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@wmcoyne 60 fps but there only one entity colliding with level geometry. It’ll probably be much worse because it’s naive collision detection without grid or anything for now.
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@HinodeCoder How well is this running with regard to performance? Looking good!
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@_tijani_lawal Basically I’ve used two things: Trenchbroom as level editor to create a map and then read collision shapes + parse lights. Then use BSP compiler to create BSP file with all the geometry. I’m parsing them separately.
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@HinodeCoder Weird question, how did you go about creating this level blockout I know it’s a custom level editor but I am asking specifically about the high level overview of the system. Thanks!
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