![]() ![]() This would be classic seek-and-destroy behavior. To make a more interesting walk path the monster checks the cells around himself and randomizes among the lowest cost breath values. This breath is also used for sound propagation. Following a white line will always lead to player. Granted the breath (white lines) won't give the most interesting of path, but it is certain. Here you can see the heatmap and breath in action. Hopefully at Sunday you can fully play maps one, two and three of the shareware Doom, no compromises given. Already have the heatmap generation working and player breath so enemies can always walk towards you around obstacles and corners. I'm currently making the enemies to combat you and navigate around the map. Sorry for the lack of recent updates, had some real life happening and the next update is a big one. ![]() After I have Doom 1 and 2 and Hexen running on the engine I try to form a small team to make a new game/total conversion. Stuff like pathfinding, waypoint navigation and areas of interest/danger (heatmap). My main interest of making the Doom-like games to work with Unity is the ability to make better AI for the monsters. Simplest way is to just use "AssetDatabase.CreateAsset(.) " and after that "AssetDatabase.SaveAssets() " Yea in Unity you can export generated meshes into FBX and OBJ with just tiny bit of work. This is awesome, I always wanted to test simple doom maps (=direct wad loading) with modern lighting engines (global lighting, probes, maybe normal maps, displace, etc.).Īre the converted maps exportable in a standard 3D format? (such as fbx or obj) Just extract the contents to the /assets folder of an empty project. You can now unload maps and thus move from one map to anotherĪdded a ground stick method to player object for smoother elevator movementĪs before. Homogenized linedef and sector controllers so they can be more easiely sharedĪdded a method to swap switch textures in TextureLoader Thing's facing is now a separate quaternion decoupled from the object transform rotation Shaders in general are more cleaned up and parameter names are standardized Removed my own ambient light parameter, the shaders now use Unity's Sky Ambient Light Mesher now has grid of triangle lists for quick querying for sectors Removed the shader vertex transformation and went with classic gameobject rotation instead You can now shoot enemies and barrels deadĬreated GameManager class and moved stuff from WadLoader into there Implemented sounds for doors, weapon, enemies and linedefs Removed Vector2D struct and replaced all references with Unity's Vector2Īdded first person weapon, created transparent billboard material and shader E1M1 and E1M2 are now feature complete, only thing missing is enemy behaviour and item pickups. Running at >90fps, although I do have a beefy machine.īy the way, the scene I have in the zip is made ready for deferred shading (if you do forward rendering you can get away with having only two cameras in total to get the skybox effect working.) Here are some sneak peeks on what you can achieve with the toolset. Hey but it works now, so no need to fix it.Īfter loading a map I played around with the Unity's lighting setup. No it was pretty much just copy-paste, although I don't like that there is now another class for Vector2 as a duplicate to the Unity's internal one, and there are some useless package that came along with it. Nice! I think I might have seen your video already :D I see you used the Doombuilder code for the triangulation, did you have to do much work to it to get it to work with Unity? I didn't try to just copy it over myself, and instead rewrote it myself. Woah! I've like *just* released my Unity-based Doom engine, haha! Coincidence :)
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