Hinode Coder

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Hinode Coder

Hinode Coder

@HinodeCoder

Making games and stuff.

加入时间 Ağustos 2011
6 关注124 粉丝
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Hinode Coder
Hinode Coder@HinodeCoder·
QUAKE vibe. Literally. E1M1 slightly modified running with #raylib with custom collision detection and camera smoothing on steps. #quake ❤️‍🔥🪓
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Łukasz | Wookash Podcast
Łukasz | Wookash Podcast@wookash_podcast·
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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Hinode Coder
Hinode Coder@HinodeCoder·
@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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Hinode Coder
Hinode Coder@HinodeCoder·
One last today. Level transitioning with some fancy textures from classic SiN game - I’ve needed something less abstract then Quake. Transitions are important to me because of world persistence that I’ll support. #raylib #SiN #quake
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Hinode Coder
Hinode Coder@HinodeCoder·
@Nefrace Yup. Just parsing brushes and discard everything that’s not AABB for collisions.
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Vlad Rud
Vlad Rud@Nefrace·
@HinodeCoder Oh so you're not using the geometry itself for collisions and just checking collision with axis-aligned boxes?
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Hinode Coder
Hinode Coder@HinodeCoder·
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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Hinode Coder
Hinode Coder@HinodeCoder·
@Nefrace Ericw Tools are great to build basic BSP maps from Trenchbroom. No need to bake light or vis.
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Vlad Rud
Vlad Rud@Nefrace·
@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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Hinode Coder
Hinode Coder@HinodeCoder·
I’ll probably add some delay on closing them. Or not closing them at all - maybe just by using a wall button. Who knows 🤷
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Hinode Coder
Hinode Coder@HinodeCoder·
There’s also sway during jump and landing, moving on sides and looking around with camera. But let’s start simple.
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Hinode Coder
Hinode Coder@HinodeCoder·
People hate weapon swaying, head bobbing and weapon in the center of the screen. I think that’s cool. #raylib #quake Even latest Doom games support that. Let’s bring that back.
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Hinode Coder
Hinode Coder@HinodeCoder·
I’m gonna keep sharing some things and no one gonna stop me. #raylib
Hinode Coder tweet media
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Hinode Coder
Hinode Coder@HinodeCoder·
Nevermind. Fuck Lua. Let’s go with C.
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Hinode Coder
Hinode Coder@HinodeCoder·
Quake Vibe. One last thing that I wanted to do before I’ll dig deep into Lua scripting: rendering gun on top everything to prevent it from clipping with geometry. Small thing but drives me nuts when I see it. #quake #raylib
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Hinode Coder
Hinode Coder@HinodeCoder·
@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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Тsфdiиg
Тsфdiиg@tsoding·
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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Ray
Ray@raysan5·
@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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Fix
Fix@theActualFix·
@HinodeCoder You're making some good progress! I'm very eagerly looking forward to what will become of this.
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Hinode Coder
Hinode Coder@HinodeCoder·
Quake vibe. This time with original textures. Just for the fun of it. #quake #raylib
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Hinode Coder
Hinode Coder@HinodeCoder·
@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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William M Coyne
William M Coyne@wmcoyne·
@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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Hinode Coder
Hinode Coder@HinodeCoder·
Quake vibe. Here’s how the actual collisions look like. Bounding boxes to the rescue. #quake #raylib
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Hinode Coder
Hinode Coder@HinodeCoder·
@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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Hinode Coder
Hinode Coder@HinodeCoder·
@_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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Tijani
Tijani@_tijani_lawal·
@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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Hinode Coder
Hinode Coder@HinodeCoder·
QUAKE vibe. Literally. E1M1 slightly modified running with #raylib with custom collision detection and camera smoothing on steps. #quake ❤️‍🔥🪓
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