@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.
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
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.
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.
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
@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.
@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.
@_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.