Multi-threading is cool! :)
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Multi-threading is cool! :)
How does it looks now: Screenshot
2 Threads in background loads different resources. And in this demo.... well, when resource is loaded - it draws on screen.
Every thread loads 65 32-bit png icons with 64x64 dimensions.
Next step - videotextures.
Dynamic shadowcasting with multipass rendering. Allow to cast dynamic shadows from any sprite using alpha channel. :)
http://quad-engine.com/screenshots/D...dowCasting.jpg
Lookin' pretty nifty in this screenshot. Shadowcast mouse cursor is a nice touch too by. :)
Using of this technology in vintage "pacman" game :D
http://igdc.ru/forum/attachments/puck_man.jpg
http://quad-engine.com/public/Light.zip
This is small test (can work incorrect, so be kind) of shadow casting that i mentioned above.
Sometimes too hard to turn where you want. Also one time I got too close to walls and light disappeared for a moment :)
Ah I solved the turning problem by simply queuing the character's next move if it comes available. I did this for my Subject 33 game, originally a simple Night Stalker clone which was of the pac-man style maze game genre.
So, the next step is done too. There is bloom effect:
http://2.bp.blogspot.com/_GybS3Mb0LC...1600/bloom.jpg