CEBERON-GATE

I love old programing languages.

And I love old 3D techniques.

Language: QB64.

QB64 is a basic to C++ interpreter.

4 player Co-Operative play.

Imagine borderlands with more versatile abilities.

-64 Weapons

-64 Enemies

-32 Spells and Abilities

-32 Weapon mods

-4 Mini Bosses

-8 Ultra Bosses

-5 Sectors each with 8 to 32 clusters expanding outward and inward at a exponential size.

Old School meets New School.

"for example my map"

1,1,1,1,1,1,1

1,o,o,o,o,o,1

1,o,o,o,o,o,1

1,1,1,o,1,1,1

1,o,o,o,o,o,1

1,o,o,o,o,o,1

1,o,o,X,o,o,1

1,1,1,1,1,1,1

The Visual image is info is collected much the same way as Ray casting

HOWEVER wall ID's are placed in a buffer and not drawn yet.

o,o,1,1,1,o,o

o,o,+,+,+,o,o

o,o,o,+,o,o,o

1,1,1,+,1,1,1

1,+,+,+,+,+,1

+,+,+,+,+,+,+

+,+,+,X,+,+,+

o,o,o,o,o,o,o

X is my camera facing north or o*

o is a empty block

1 is a full block.

+ is a empty block saved in case floors or ceiling ever get added.

The buffer the goes thru quick sorting visibility is checked quite easily removing all non-visible wall id's and empty ID's.

"buffer now contains these left over marked walls.

1,1,1,1,1,1,1,1,1,1,1

And the visible roof and floor

++++++++++++++++++++

The buffer is then drawn.

Wall positions are converted to vectors and drawn back to front with a single call.

This helps to make huge maps easily possible, it's nirvana for long big corridor shooters.

During the tracing and sorting portion of render process the game will ID each wall and get info "it makes a handy list of info about what it needs to draw."

The walls each contain the following info. 1

X: position

Y: position

Z: position

Texture

Light Amount

Light Color

ect..

The drawing process takes the resulting info and converts it to a really simple but accurate 3D mesh ready for openGL to use and draw.

The mesh is passed to openGL real time

There is no draw distance.

But the sorting does it's best to cull non visible surfaces.

The engine takes 64 x 64 clusters inside a 32 bit square array and automates game activity in a area of 3x3 clusters "that's a area of 192 x 192 blocks are simulated around the player at all times. "that's way further that he players eye can see"

You can also trigger events far away from a player with scripts that can define many triggers.