Syrup by syrup
I'm hosting my Flash game from my local Linux server.
I developed my LD20 entry from my AS3 software 3d engine. My software 3d engine supports Collada models, Gouraud shading, normal lighting, and z buffering.
The game randomly generates maps. Pressing the "Random" button will generate a new map. Right now the player can collect keys scattered about the map.
I modeled the models in Google Sketchup.
Update on 5/6:
I posted the link to the source tonight. It can be built with the Flex SDK. I also added a button for toggling the lighting. I included a screenshot with the lighting off.
Thanks for the feedback. I wrote this as a proof of concept.
I first wrote this engine in JavaScript around four years ago. I started porting the engine to AS3 early last year. After porting it, I rewrote the hidden surface removal algorithms. The engine originally sorted the polygons with the Painter's algorithm.
This engine is not GPU accelerated.
The engine skips frames. It is not rendering every frame. While skipping frames increases the speed, the rendering can appear choppy.
I decided to develop a game from this engine and stop working on it when I read about Molehill.
Update on 5/7:
I added a mechanic to the game. After collecting a key, the player can open a chest. Opening a chest removes a key from the inventory.
I developed my LD20 entry from my AS3 software 3d engine. My software 3d engine supports Collada models, Gouraud shading, normal lighting, and z buffering.
The game randomly generates maps. Pressing the "Random" button will generate a new map. Right now the player can collect keys scattered about the map.
I modeled the models in Google Sketchup.
Update on 5/6:
I posted the link to the source tonight. It can be built with the Flex SDK. I also added a button for toggling the lighting. I included a screenshot with the lighting off.
Thanks for the feedback. I wrote this as a proof of concept.
I first wrote this engine in JavaScript around four years ago. I started porting the engine to AS3 early last year. After porting it, I rewrote the hidden surface removal algorithms. The engine originally sorted the polygons with the Painter's algorithm.
This engine is not GPU accelerated.
The engine skips frames. It is not rendering every frame. While skipping frames increases the speed, the rendering can appear choppy.
I decided to develop a game from this engine and stop working on it when I read about Molehill.
Update on 5/7:
I added a mechanic to the game. After collecting a key, the player can open a chest. Opening a chest removes a key from the inventory.
| Web | http://bit.ly/ioIUEA |
| Source | http://bit.ly/jvQqyu |
| Original URL | https://ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3723 |
Ratings
| Coolness | 1% | 204 |
| Overall | 1.78 | 275 |
| Audio | 1.38 | 254 |
| Community | 1.59 | 274 |
| Fun | 1.54 | 282 |
| Graphics | 2.82 | 165 |
| Humor | 1.40 | 279 |
| Innovation | 2.27 | 233 |
| Theme | 1.63 | 272 |
Runs a bit slow. I was getting ~8fps.
Interesting start of something though.
Kudos for SketchUp, apparently it's what the Uncharted team uses, too.
The engine implementation is impressive (barring the rendering speed and responsiveness), but it really need something - anything - going on besides picking up keys :P