๊ง ๐บ๐๐๐ ๐๐๐๐๐๐๐ ๊ง ๐ณ๐ ๐ข๐๐ ๐๐๐๐ ๐ ๐๐๐ ๐ข๐๐โ๐๐ ๐๐๐๐ ๐๐? ๐ธโ๐ ๐๐๐๐ ๐๐ ๐๐๐๐, ๐๐๐๐๐, ๐๐๐๐, ๐๐๐๐ ๐ ๐๐๐๐๐, ๐๐๐๐๐, ๐๐๐๐๐ข, ๐๐๐๐, ๐๐๐๐๐๐๐๐, ๐๐๐๐ & ๐๐๐. ๐ณ๐๐โ๐ ๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐๐ โค๏ธ #RespectMe #RichBihhhhh #SittingRight #BlackGirlMagic #DopeChick #CrownMe #IAmABigDeal #bougiedidit #SlimThick #BuiltBrickByBrick #Solid #TenToes #LibraShit #๐๐ธ๐พ๐ฐ๐ฒ๐ฎ๐ณ๐๐๐ธ๐๐ซ (at Houston, Texas) https://www.instagram.com/p/CHabRAcAJCM/?igshid=y3893tgahxu
0 notes
BlackLotus: The Journey So Far
Humble Beginnings:
Alpha 1.
No Images exist of "Alpha 1" because techically there was no "Alpha 1". I found a resource online that showed me how to construct a raycaster engine in C++ and OpenGL, and Alpha 1 is technically just the result of following that tutorial.
It got me to use FreeGLUT and GLEW, and used Immediate Mode rendering to display a strip of every changing sized sticks across the widthof the screen based on a simple distance calculation. It was REALLY cool to see it run. And that's what inspired me to take this and run with it.
Alpha 2: "The Smooth Moves Update"
This is the version where I took the product of the tutorial and started creating something that resembled a game engine out of it in my own mind. ย This alpha was me getting used to using C++ and indeed OpenGL in a real time game concept from scratch. I implemented my own file reading routine to parse my own map format, and overhauled the movement code to be less rigid and introduce smooth rotation.
I also introduced a toggle key "R" to flick on the ray displays in the map, and we got some distance based shading going on too.
Alpha 3: The "I Have No Legs and Must Move Freely" Update
This alpha saw me overhaul the input processing yet again. This time, we got horizontally locked mouse look in too (on purpose, locked that way) and most importantly: strafing. ย Now you would control the game like a standard modern FPS.
I also locked the framerate down to 60, and made the map and fps view full screen, toggleable with 'M'
Alpha 4: The "Lock Me Up Before You Go Go" Update
It needed to happen. There were all kinds of input bugs, lots of weird little graphical hitches, and just in general something wasn't sittingright with me regarding the glut library I was using. Truthfully at this time I don't even fully remember what bugged me so much about it. ย But either way I gutted it out and replaced the foundational framework from GLUT and GLEW, to SFML. ย Immediately noticed HUGE improvements in subsystems like Input, Image loading, and even TTF support, which made me super happy.
So we got
Font Rendering
Texture Rendering (though only the one)
An update in map size from 8x8 to 64x64
A collision map to stop you from running through walls
Created a "Scene" subsystem to handle map changes
Expanded the map format
This is the first build to include an early version of "BLEdit", a simple map editor
Oh ya and we increased the raycast fidelity to the full 1024 width, creating a much sharper looking render
Black Lotus Alpha 5: The "Artist Unleashed" Update
Alpha 5 was all about establishing the art pipeline, laying the foundational framework around creation, and of course creating tools and systems that the artist(s) would use to create maps and worlds for the player to explore in.
This release marks a major milestone. With the core rendering engine done, and now the art pipeline unblocked, work starts at this moment into transforming Black Lotus from a glorified walking simulator, into a first person shooter with core gameplay fundamentals.
With each milestone that's come about since Alpha 2's release, I find that I can hardly recognize them. ย Each milestone represents many late nights and hours of research, decision making,, implementation, compromise, and refactoring, and it shows. ย Alpha 5 is the first release to still somewhat share visually similar elements, with a few very obvious changes (detailed below), but under the hood? The codebase probably couldn't be any different if it tried. ย So much has changed, been shifted around, reorganized, optimized, it's barely the same code base as Alpha 4. ย All of this is good thingsโข, and represents a lot of progress after a lot of learning.
Big Features
1. Multiple Wall Textures per map, as dictated by the .map file format
2. Static Entities
3. Wall Texture Live Editing
4. Entity Live Editing
5. Map Scene Live Editing & Hot-Reloading
6. BLEdit has been updated with Texture support
Small but Just as Important Changes
New custom math library being used (should help with the wall collision bug for Alpha 6)
Can "pause" the game now and release your mouse
BLEdit has been updated to be used alongside the BlackLotus binary and will be made available for custom maps
0 notes