#421 posted by necros on 2013/04/04 02:17:38
i tried doing that. collision detection killed it. :P
Than
#422 posted by starbuck on 2013/04/04 18:40:38
Necros can you elaborate? You mean you were writing your own collision detection and it was a ballache?
Erm Why Did I Put Than In The Title Then Ask Necros A Question
#423 posted by starbuck on 2013/04/04 18:41:15
#424 posted by necros on 2013/04/05 01:25:35
lol, yeah, i never learned much about the types of maths involved with collision detection (planes basically) so it was a lot of googling.
I did eventually get collision detection working for like 80% of cases, but there were certain edge cases that were still messing up.
And then I realized I was just going to make Quake and that I already had that game... :)
Necros
#425 posted by Kinn on 2013/04/05 01:35:49
If you ever fancy taking it up again, buy "Real-time Collision Detection" by Ericson. It's a really good comprehensive book on the matter, and it got me up and running pretty quickly.
(Then after about 18 months I mothballed all my work and just bought the Unity engine lol)
#426 posted by JneeraZ on 2013/04/05 01:43:12
That's always been my experience. Works in most cases, fucks up constantly in edge cases.
I've always thought that Quake's solution with the point moving through the expanded hulls was downright brilliant. What a clever way to avoid most of the hassles.
#427 posted by necros on 2013/04/05 02:03:01
haha, I shall add that book to my list Kinn, but I'm starting to get a serious backlog of books I need to read. ^_^
Willem: Yeah, definitely it is a good method of doing it, but I was trying to do an engine that wouldn't really require any compiling and would just run off meshes so I was trying to implement the separating axis theorem method on bounding boxes and tris of a collision mesh.
Kinn
#428 posted by starbuck on 2013/04/06 14:58:03
what were you making? Did Unity hold up? i've dabbled with it and it seemed decent, though a bit of a jack-of-all-trades.
Starbuck
#429 posted by Kinn on 2013/04/15 12:25:57
Sorry missed your question:
I'm making an online co-op action game - at a glance it might look a bit like Mass Effect in terms of camera position and action, but the gameplay is not primarily about shooting things, and I won't reveal the surprise here :}
Unity is really good. Really I haven't got anything bad to say about it.
Kinn
#430 posted by than on 2013/04/16 00:25:34
Will be good to see your game when you have something to show. Are you working on it alone or with others?
I hope you are still making Quake levels!
Than
#431 posted by Kinn on 2013/04/17 17:38:22
Cheers - right now it's a 2-man project, I'm doing all the coding and level design, whilst I've got an artist doing all the art.
Dunno when I'll be pimping it. I estimate my savings will run out sometime this summer, so we might need to get Kickstarter funding to carry on developing it; if it comes to that I imagine we'll have to show off something fairly substantial.
Quakery has never left my mind, but I'm afraid it has taken a back seat whilst I have to concentrate on commercial stuff :{
Oh Cool
I'm looking forward to seeing your game, Kinners!
Yeah,
#433 posted by necros on 2013/04/18 22:27:16
Same here!
Kinn
#434 posted by than on 2013/04/19 03:01:10
Cool. Sounds like a fun project. I hope you guys manage to see it through to completion. Did you quit your day job to work on it, or is it an on the side thing?
I would love to jump ship to do my own thing, but I'm afraid my balls are not large enough to keep me afloat :)
Thanks
For that mental image, than
Haha Nice Image Indeed
#436 posted by starbuck on 2013/04/19 13:33:27
sounds swell Than. Always interested in new non-shooty mechanics. I excitedly anticipate receiving more factual information on this project going forward.
Yah
#437 posted by Kinn on 2013/04/20 17:28:30
Yeah, after seven years I just got sick of the insane overtime/crunch culture of the games industry, so I quit my job. I mean, it's not like I was saving lives or putting men into space or anything, I was making bloody video games and I decided it wasn't worth fucking off my family and social life for something as frivolous as that.
So anyway I teamed up with a long-time artist friend of mine and we buggered about for a year trying ideas out and travelling and stuff. Eventually we settled on a very silly idea that's rather experimental and risky and is built around a mechanic that's basically the polar opposite of what a sane developer would want to implement in a game, but we decided it was so amusing that it just might work...
Or the game could turn out awful, there's stll plenty of scope for that.
Hah
#438 posted by ijed on 2013/04/22 15:33:45
I'll get bored and do my own stuff one day.
Until then I'll keep on doing cookie-cutter shite for various companies I cannot name.
Look forward to seeing your game, keep us up to date :)
#439 posted by JneeraZ on 2013/04/24 12:40:11
Kinn - So you gave up game development to make games. Good call. :P
Psst
Post #325
Willem
#441 posted by Kinn on 2013/04/25 14:15:19
Wow, you missed the point there quite spectacularly.
#442 posted by JneeraZ on 2013/04/25 17:02:27
Not really, I was snarking more than anything else.
Quake Gpl License Misunderstand
#443 posted by Bold0 on 2013/05/18 03:08:25
Hi, hoping this is the right thread..
I�m a Quake mapper interested in commercial (yes commercial!) use of its GPL engine and maybe you can help me;
I�ve read that old Carmack message when ID released the source for free (and many people misinterpreted that !) so.. is it correct to say:
-if I build all my assets(maps, sounds, models, textures,..) on top of this Quake1 source code(modified or not), releasing ONLY this source code for free, I can create a standalone game and charge money for it ?
and why so few attempts(Malice,Shrak,Xmen,..)?
#444 posted by Spike on 2013/05/26 05:50:50
If you can ensure that the gpl parts truely are a separate work (ie: you're just repackaging them with some startup script to load your game instead) then the gpl is generally fine with you distributing the two together.
There have been so few attempts because they're either total conversions (like xonotic or laser arena) which no longer contain any quake content and are not even thought of as quake (and don't feel like it either), or they're regular ol' mods with limited redistribution requirements.
Also, total conversions are actually quite a lot of work.
#445 posted by Spiney on 2013/05/26 18:57:59
Yeah, the GPL license only applies to the code. Likewise Quake assets aren't licensed under GPL, only it's engine codebase is.
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