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QB64 Discussion / Re: ✨🎙🔊📻 QB64 REPORT S03E02: Interview with Ashish, from India
« on: November 15, 2021, 11:36:48 pm »
Thanks!! It was a great experience! :) ;)
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It's only about 700 lines, discounting the comments and blank lines. I are impressed.yes.. They are laser beams.. They are traps.
Are the horizontal red lines that show up sometimes, in some corridors, supposed to
be there? Laser beams? Wut?
My mouse cursor isn't surrounded by a nice blue orb like in the video. Helps for picking
up the keys, I guess.
This is insanely good! So smooth and fluid! This has terrific potential, it looks amazing.The corners are indeed 90degrees. Its not a limitation, its an artist choice.
I noticed all the corners seem to be 90 degrees, is this a limitation or just an artist choice?
1. The code we see should be MINIMAL! Make your work into a .bi and .bm library and your engine into a .bm that you call with a single command.Yes, I am working on this.
i.e
$include - lib headers
3D_Engine_ GO ("GamefileName")
Level Editor - Once you've made your bi/bm lib files you can use them to make tools. A basic level editor is essential...your engine can be better than anyting out there but if people have to hard code it then it will flop...I already have a level editor done by which I create world for my engine.. I have not share it or posted it anywhere for now.
3. GL - The way you're using GL is ok but with _MEM and the fact that qb64 supports es 2 commands (i dont know if it does it work with later versions of gl) but the methods it employs are way faster for rendering...Yes, I understand. Using _glDrawArrays will be much for faster if the game have huge number of vertices to be rendered. I will modified that too.
4. I wanna shot someone! Wheres the enemies bro!?LOL... Yeah. The engine is in ALPHA stage.. Need to work a lot on this.