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View Poll Results: Would you buy a Duke3D style engine for MMF?

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  • Very Interested

    16 45.71%
  • Somewhat Interested

    11 31.43%
  • Uninterested

    6 17.14%
  • Very Uninterested

    2 5.71%
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Thread: Advanced Raycasting Extension?

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
    Disthron's Avatar
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    Question Advanced Raycasting Extension?

    Hi everyone,

    Disthron here. Dose anyone remember the Raycating extension? I do, it's can be used to make games that look like Wolfenstein 3D. When I found out about it I was kicking myself for not being more involved in the community. If I had, there were a few simple features that I would have suggested. Most people don't know about them because they appeared in obscure games. Obviously the team might have decided against them but it would have been cool just to have talked about it.

    As it stands it is an awesome extension regardless. Between the level editor and the engine that came with it, it's super user friendly.

    Anyway, the reason I'm making this post is to gauge the communities interest in having a more advanced raycasting extension. Something along the lines of Doom or Duke Nukem 3D. The reason I want to develop a 2.5D engine instead of a full 3D one is I believe that it strikes a balance between graphical quality and ease of use. You can use the sprites and textures to make a 2.5D game look really nice yet the simple to build level geometry makes the barrier to entry very low.

    If there is enough interest I'll be looking to pay someone to develop the extension. It will need to be at least as easy to use as the first raycasting extension and part of the project will be to develop an engine that people can build there game directly on top of.

  2. #2
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    How about a build engine extension? That would technically be a more advanced raycasting object. I think that's the way to go, if you ask me. But yes, I would like a more advanced raycasting object, though I don't have the original to see just how awesome it is. I would really settle for just about anything in MMF2 that allows for advanced 3D games, though, since it's something I think would be an awesome thing to be in MMF2.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
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    Quote Originally Posted by happygreenfrog View Post
    How about a build engine extension? That would technically be a more advanced raycasting object. I think that's the way to go, if you ask me. But yes, I would like a more advanced raycasting object, though I don't have the original to see just how awesome it is. I would really settle for just about anything in MMF2 that allows for advanced 3D games, though, since it's something I think would be an awesome thing to be in MMF2.
    Well, that would depend on the developer. If porting the Build engine would be easier than starting from scratch and the dev is willing to do that, than that's fine by me. I'm mostly interested in the feature set, and how it works within MMF2. I have a list of must have features and a list of "stuff that would be really cool if we can afford it".

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    Well, build engine is open-source, so even I might be able to port it to MMF2 with the little knowledge of C++ I have, though that might be a big overstatement for all I know (and I'm guessing it is). I'm thinking that anyone with any OpenGL (or 3D in MMF2, or 3D in general) experience would be able to port it, since it's open-source. There's even an OpenGL version of it.

  5. #5
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    I for one would love this. I attempted to utilize the raycaster for a pretty in depth engine that it simply could not handle. Like large maps. Indoor/outdoor that simply destroyed frame rate on anything above 320x240 and also caused graphical glitches with ceiling textures. Also larger vertical playfields would be great. Similar to dn3d and doom.

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    Quote Originally Posted by piscesdreams View Post
    I for one would love this. I attempted to utilize the raycaster for a pretty in depth engine that it simply could not handle. Like large maps. Indoor/outdoor that simply destroyed frame rate on anything above 320x240 and also caused graphical glitches with ceiling textures. Also larger vertical playfields would be great. Similar to dn3d and doom.
    Duke Nukem 3D ran on the build engine. By the way, the OpenGL/Windows version of the build engine is available here (with info/screenshots here).

  7. #7
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    I would only say somewhat interested.

    Played with Raycaster engine as well, and it was a good attempted but it proved to be very unstable (Level Editor) and quite tricky to use with proper game especially when you required control with objects in distance.

    The closest to what you want to achieve is Build Engine or even Jedi Engine not Raycasting. I am trying to work on something Raycaster like with shaders.

    Technically the closest what was in development was StoneGoose extension family by MattEsch for Hayo. But dunno if he still works on them.

    http://www.youtube.com/watch?v=vcpwffnt6BA

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    Quote Originally Posted by Fanotherpg View Post
    I would only say somewhat interested.

    Played with Raycaster engine as well, and it was a good attempted but it proved to be very unstable (Level Editor) and quite tricky to use with proper game especially when you required control with objects in distance.

    The closest to what you want to achieve is Build Engine or even Jedi Engine not Raycasting. I am trying to work on something Raycaster like with shaders.

    Technically the closest what was in development was StoneGoose extension family by MattEsch for Hayo. But dunno if he still works on them.

    http://www.youtube.com/watch?v=vcpwffnt6BA
    The Build engine was a raycasting engine, and a very advanced one at that. I'm not sure what you mean when you say control with objects in distance but a raycasting engine is 2.5D. It's game logic is the same as a 2D overhead game. Witch many people are familiar with. It's just displayed in a semi 3D fashion.

    As for actually using the Build engine, there may still be legal issues to doing that. Even though Silverman has released it to the public I'm not sure if you can sell products made with it. So I might not be able to sell the extension and users might not be able to sell there games. If that is the case then I wouldn't be able to afford to produce it. However, I do consider it to be the gold standard in raycasting engines and the project will be taking inspiration from it's features. If nothing else.

  9. #9
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    There was no releation between Displayed objects in Raycaster Object and the actives which it was reffering to (displaying) so if I had a 2 objects a chair and man standing behind it Raycaster wasn't able to tell on which one I am clicking and obvsiouly shooting detector wouldn't help as it would stop on the chair.

    It required a bit of trickery and heavy maths to make it at reasonable speed and accuracy.


    Anyway as far as I remember back in days (year, two ago - after Raycaster was released and 'forgotten' as it was only part of klikdiscs) there was bidding done by Clickteam for a Build engine and it was taken down (similarly to PDF extension).

    However the latest I heard was progression in development of full 3D - Irrlicht but probably we won't see that up until MMF3.

  10. #10
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    Oh, now I get what you mean. Being able to select objects in the world with the mouse like that would be a good feature to have. Specially for RPG's or Adventure style games. But I'm not sure if it would be on the "must have" list. It would depend on how hard it was to do.

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