New 3d Engine - Help filling 4-sided polygons

You should make Pipe Riders! It’s the perfect game for your engine

(the game in question, if you’ve never played it. it’s an old flash game, just like run, I used to play it all the time)

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I definitely could! The only thing stopping me at the moment is not having a good way to actually model things and place them in the game. I guess most of the stuff could just be rotated cubes…

I don’t think pipe riders has proper collision though, as the vehicle goes in a smooth circle. Collision for a remake of that game would let require some backtracking then, as only the actual objects appear to have collision.

Overall, cool idea, but it doesn’t really reflect what I have going at the moment. I may make something like that at some point though, after I finish the main engine, or I might even combine the two types of gameplay! Thanks for the idea!

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Make Run from Cool math games.

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@AqeeAqee Are you planning on adding support for textured triangles?

That would be a useful feature for 3D.
But making it need much more time for design, and compile, and testing, in c layer.
So have no plan yet, wish I have plenty time for implement that some day.

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yo a recreation of wipeout 64 would be crazy in this engine

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hehe, i spent too much time doing this

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Someone, with enough time, and a color adding extension, we could get something like RUN on here with this.

But run doesn’t really have that many colours anyways
I guess you could implement colour switching real time as each level has a slightly different colour

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That’s what I’m trying to do but proper collision is a mess to say the least…

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Why would you have to use collision? If you know where the empty tiles are, can’t you just move the camera down when you touch an empty tile? It would look just like falling down! The rotation already works, it just seems like it needs to be sped up a bit so you can’t move out of the tube before it rotates to correct (I’ve only played some of the older versions so this might be outdated)

Fair point. The main reason I’m doing it is so you can collide with the tube while you’re outside of it, since gravity switching does not occur there. The current collision is likely fine for the engine I will use it for, since I will likely apply an outward anti-grav force to the area outside of the pipe, thus minimizing a lot of the oddities that come with it. I also should implement a way to determine which side of a poly you’re on so I can make other runnable surfaces other than the inside of the tube, that is all hypothetical of course since in the current build I don’t have proper rotation.

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