Hello Internet, I’d like to show you my newest project: Rustcaster! It’s an Raycaster implemented in Rust. As you might see, Raycaster is currently able to render textured walls. It’s not much but it’s something! As learning resource I used Permadi and Lodev. The only third-party library used is the sdl2 crate, which is responsible to display the rendered image and to resolve the keyboard input. Cheers, qriz
Hello Internet, it’s time for another Fps update. I completed the work on fps-v0.3. For this milestone I added some actual game-logic and again I made you an small Video showing all new features. Features implemented: Added items (+Health, Rail-, Shot-Gun, Rocket-, Grenade-Launcher, +Ammunition) The player has now an active weapon and an inventory Added an AI interface – there isn’t any logic implemented but the interface are there Added simple HUD Death player’s will now rendered differently Regarding v0.
Hello Internet, So I did a little project in Objective-C with Xcode and there where some things that made me furious, after a while I just started a list with pain point’s. So without further ado, here is my list: (Necessary disclaimer: I do not claim to be an expert and that every problem I mention are probably my fault, but if that’s the case you can write me an mail)
Hello Internet, it’s time for an update! I finally completed the work on fps-v0.2 and have now an release candidate to do more testing. Feature-wise I mainly added Client-Side-Prediction, Server-Reconciliation and Delta-Compression and to show you how much better the current version handle’s lag I again made an small Video. I challenged me to do an simple task: Target the left wall corner and then the right wall corner, in the test-map you have seen earlier.
Hello again with another micro blog-post. Today I want to show you the current state of my fps, which again you can watch on Vimeo. On the game-side nothing changed, but I managed to add client-side prediction. This means that the client takes the player input and of course sends them to the server, but also predicts the simulations outcome. When the answer from the server arrives the client corrects it’s prediction, which should only happen when the client predicted something forbidden.
Here again another little blog post. I have done a small network test and would like to tell you about it. You can watch a part of the match on Vimeo. FPS ran on two different laptop connected via WLAN. The left stream shows the server and on the other side the client. On average, the server measured a round-trip time of 28 ms and the size of the snapshot averaged 224 bytes.
Motivation I want to introduce you to another project. I have always been a big fan of Quake 3 Arena and Half-Life (especially the Adrenaline Gamer Mod). That’s why I started to develop my own shooter. The v0.1 Milestone And today I present you version v0.1 of FPS - a very original working title, I know 😂. A small clip of the game can be watched on Vimeo. Game-Features:
This post won’t be easy for me, my father died last June at the age of 59. And to honor him going to publish my last hobby project I could share with him. ‘Rust-like’ playing game I would describe my game as an roque-like/ role-playing hybrid. In its essence you are the Hero TamaNu, you run around on each level killing monsters collect better items and on every tenth level you have to beat a boss-monster.
soo.. this is my first post. What can I say to gain your interest? Like many other programmers I code in my freetime… in the dark … in a small room … on my own … I hack on these projects who will never be seen by any other person but me… That’s somehow quite sad, don’t get me wrong, I’m happy with the outcome of those hobby projects, but I feel like that they deserve to be presented an broader audience.