I misspoke at 05:24 - I meant to say the engine now supports narrow gaps between sectors, which ends up creating walls of various thickness. I also interchanged 'line definition' with 'line segment' in DOOM nomenclature. And re the skybox, the most a cel would be off screen by is cel size - 1. It uses 5 cels each for the background / foreground and stitches them together based on the view angle.
@Wodgedev
3 күн бұрын
this is sick :D hype for the killing time remaster
@retroloveletter
3 күн бұрын
I'm looking forward to playing the remaster.
@3dohd
15 күн бұрын
This is looking really great man. Very cool
@retroloveletter
15 күн бұрын
Thanks man! Much appreciated!
@boabobrien1664
15 күн бұрын
Great work this is awesome
@retroloveletter
15 күн бұрын
Thank you!
@brandoncyoung
14 күн бұрын
awesome i used to use that name for all kinds of things! i always thought the island name was so interesting
@retroloveletter
14 күн бұрын
Maine really has an island named Matinicus. I just learned this when I began working on this engine, and found that very cool. I loved that the story took place on an island because the atmosphere felt more isolated, on top of an already creepy story.
@brandoncyoung
14 күн бұрын
@@retroloveletter oh that's really interesting! I always assumed it was made up
@benthepoet
14 күн бұрын
Impressive stuff!
@retroloveletter
14 күн бұрын
Thanks Ben!
@orca1361
4 күн бұрын
Do you have any advice for someone that doesn't know how to code but thinking of learning to make their own game engine?
@retroloveletter
4 күн бұрын
I recommend smaller goals in the beginning, such as making various demos and smaller games. You can make many games without writing an engine. Game engines can be a rather large undertaking, but I feel they are critical when working on projects like mine for obscure hardware, where nothing pre-exists for me to use. The path can also vary depending on your target platform. If you are focusing on PC then I would start with learning C++. Once you have a good grasp of C++ then you can use barebone APIs like SDL to handle graphics, input, and audio, and practically create any sort of game framework you want from the ground up. Maybe stick to 2D for a while. You can adopt an API like OpenGL later for more advanced graphics. But if you choose to use an existing modern game engine then you can use C++ with Unreal Engine, another benefit to learning C++. There is also Unity, for which you would learn C#. You can also use C++ and C# with the Godot engine. My 3DO work has all been done in C, but I can also use arm assembly if I needed to. For NES everything I do is in 6502 assembly.
@orca1361
3 күн бұрын
@@retroloveletter ok cool. My goal for games is to be close to retro style fps like blood or quake, maybe fear or survival horror like cry of fear. So start small and use a game engine. I did download unreal and stride3d to try out.
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