XaiJu
thinmatrix
thinmatrix

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Patreon Reward August - $12.50 Tier

Helloo guys!

Here is the updated Equilinox code:

https://drive.google.com/file/d/0B4_SgVGfVtFWZG12TGl3WVdRVjg/view?usp=sharing

Check the "Patreon Reward -$5+" post below for links to download the game, and more news about this month's version.

 For the code you'll need to set it up in a project that has the lwjgl, lwjgl_utils, and PNGDecoder jars added to the build path, along with the relevant natives (all provided in the zip folder). Let me know if you have any trouble setting it up.

Thanks as always for your continued support!

Karl

Comments

The main reason is just because I really enjoy making my own engine, and I think it's the part of game development that I find the most interesting. Also it gives me total flexibility and control over the engine and I can design and optimize it specifically for what my particular game requires.

ThinMatrix

Tiny Issue i found with the 5$ reward. Unless you want a clear dev envioment you don't need the 12.50$ reward since you actually can use the 5$ reward and extract the sourcecode. (That was by the way my plan to get a tutorial but since i wasnt sure i went the save route)

Speiger

Curious why you chose to make your own engine rather than using something like Unreal or Unity for your games?

I had to change the OpenGL version to 3.2 instead of 3.3 in DisplayManager.java in order to compile and run it on vanilla macOS Sierra (without installing any NVIDIA drivers). HW: MB Pro with GeForce GT 750M.

Will do :)

It's definitely the topic I've struggled with the most in game development so far. If you get it all working properly then please tell me how you did it :p Good luck with it!

ThinMatrix

Understood! This is the first real hiccup I've run into and it's a big one. I guess it is one of the toughest aspects of game development. Thank you so much for sharing the code, and I'll take your warning to heart! Best regards, Dylan

Hey, I never actually got the collision code working 100% in Socuwan and it was always a little bit glitchy, which is why I've never done a tutorial on it. It worked fairly well on very simple collision meshes like cubes, but anything more complex caused problems. And if two objects were too close together there was a possibility of getting stuck between them. If you're interested in seeing the code anyway you can download it here: <a href="https://drive.google.com/file/d/0B4_SgVGfVtFWZVlnVi03ZXFlQ1U/view?usp=sharing" rel="nofollow noopener" target="_blank">https://drive.google.com/file/d/0B4_SgVGfVtFWZVlnVi03ZXFlQ1U/view?usp=sharing</a> But be warned, it is a hacky hacky mess! To be honest I think you'll have more luck understanding it from the code provided in the narrow phase paper.

ThinMatrix

Hi ThinMatrix. Firstly, the game is looking brilliant. I can't wait for it to be released. :) Secondly, I have a request/suggestion for a tutorial. Could you possibly go through a fairly-detailed walkthrough of the code you wrote for collision detection in Socuwan? I've read through the papers you cite in episode 61 of the 3D Game Development series, but I can't seem to wrap my head fully round the narrow phase bit. Alternately, would you consider sharing that section of code so I (and my fellow subscribers interested in the same subject) could parse through it? Many many thanks, and keep up the awesome work. :) Dylan


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