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A grid stating which Ogg Vorbis loop point tags are supported by which game things (VGMStream, RPG Maker, ZDoom, UZDoom, Sonic Robo Blast 2, and the Beckett Engine).

VGMStream recognizes every listed tag, the others only one or two. UZDoom supports three, and Beckett one but with the other two that UZDoom supports marked as "considered".

A grid stating which Ogg Vorbis loop point tags are supported by which game things (VGMStream, RPG Maker, ZDoom, UZDoom, Sonic Robo Blast 2, and the Beckett Engine). VGMStream recognizes every listed tag, the others only one or two. UZDoom supports three, and Beckett one but with the other two that UZDoom supports marked as "considered".

So I've been thinking about #OggVorbis loop point support in the #BeckettEngine.

Technically, it's not the Beckett engine itself but a slightly modified #SoLoud that lets me find this data. Regardless, I added LOOP_START support and can add the other two...

Any thoughts? Tags I missed?

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Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...

#BeckettEngine #ProjectSpecialK #nonsense

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A dark hallway with neon lights along the wall goes around a corner into a larger room. A console panel along the top shows a command to enable hotspots. Indeed, two of them are shown.

A dark hallway with neon lights along the wall goes around a corner into a larger room. A console panel along the top shows a command to enable hotspots. Indeed, two of them are shown.

Can the #BeckettEngine do first person point and click games ala #myst?

Eh, let's say it's feasible.

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The train cabin meant for Project Special K. The UVs on the walls are a bit wonky, somehow, but there's a notable appearance to the right.

The train cabin meant for Project Special K. The UVs on the walls are a bit wonky, somehow, but there's a notable appearance to the right.

Hello who's this? Who's that sitting between the Beckett Engine and Quest 64 posters?

#ProjectSpecialK #BeckettEngine

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1. Animation
2. Shadowmaps
3. Special villagers' outfits

Decisions decisions.

#ProjectSpecialK #BeckettEngine

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Sure, that means something like Steam integration is even more off the table than it already was, as is the buttplug integration I joked about earlier. But still!

All this in turn inspired by things like classic Minecraft mod loaders.

Question is, can YOU think of a way to do it in #BeckettEngine?

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Back in October last year, I switched #BeckettEngine from FMOD to SoLoud for audio, mostly to reduce the amount of DLLs involved. The only ones used ought to be the ones that come with the OS.

At the time I figured it'd be a nice way to avoid DLL replacement attacks.

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... now that's an odd thought:

buttplug.io support in the #BeckettEngine.

I can imagine it'd make sense for #SuccubusFarming but I got nothing for #ProjectSpecialK.

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Should I work on shadow mapping first? Should I work on armature animation first?

Trick question, I'm too afraid to do either.

#BeckettEngine #ProjectSpecialK

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Screenshot of Blasto on the Playstation 1. The main character, a top-heavy super dude named Captain Blasto approaches a babe he can rescue. She's standing with her back to the camera so you can't see her top. Most importantly, Blasto casts a more impressive shadow than the babe, who merely casts a blurry circle.

Screenshot of Blasto on the Playstation 1. The main character, a top-heavy super dude named Captain Blasto approaches a babe he can rescue. She's standing with her back to the camera so you can't see her top. Most importantly, Blasto casts a more impressive shadow than the babe, who merely casts a blurry circle.

Screenshot of the Render96 PC port of Super Mario 64 with all the bells and whistles enabled. Mario stands on the railing of the bridge to Princess Peach's castle, overlooking the nearby lake. The lighting and shading is almost flawless and Mario is straight out of the promo and manual art. The lake in the background suddenly cuts off into the skybox, which has more lake that looks nothing like the actual one. The trees are still cardboard cutouts.

Screenshot of the Render96 PC port of Super Mario 64 with all the bells and whistles enabled. Mario stands on the railing of the bridge to Princess Peach's castle, overlooking the nearby lake. The lighting and shading is almost flawless and Mario is straight out of the promo and manual art. The lake in the background suddenly cuts off into the skybox, which has more lake that looks nothing like the actual one. The trees are still cardboard cutouts.

Amusing as these two screenshots are to me, I find the subject matter reminds me what I've been putting off for #BeckettEngine and #ProjectSpecialK for far too long, and probably will keep putting off for longer: shadow mapping.

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Video

I don't even know, man.

#BeckettEngine #ProjectSpecialK

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I'll put the deadzone slider on the list for #BeckettEngine.

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A yellow rectangle, a cyan circle, and a magenta arrow, on a dark purple background. They look a little rough.

A yellow rectangle, a cyan circle, and a magenta arrow, on a dark purple background. They look a little rough.

Fucking around a bit with 2D line shapes in #BeckettEngine before bed.

I dunno, I felt like having these was a nice addition to only individual lines. The circle and polygon originate from the cursor, and the circle is actually an n-gon where n=64. The rectangle doesn't even use DrawLine.

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Okay so #BeckettEngine right now has an std::vector of game objects (that in turn have child objects in a vector, like a tree). To delete one it's flagged, to add one you use a separate "add these" vector because both actions invalidate iterators.

How can this be improved?

#c++ #programming

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Preview
Features to implement · Issue #1 · Kawa-oneechan/beckett 3D stuff Regular meshes, as part of bigger models Billboard meshes Proper lighting (not sure if more Beckett or PSK) Depth prepass (currently in PSK, upstream after polish) Shadow mapping Mouse pic...

github.com/Kawa-oneechan/beckett/issues/1

It's an engine feature checklist, I suppose.

If you know of anything missing on this list, or want to help me check something off, please let me know.

#BeckettEngine #ProjectSpecialK

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I wonder what would be the easiest way to add FMV support to #BeckettEngine. Preferably with as few source files as possible, without leaving it to FFMPEG, and resulting in somethnig I can use in an OpenGL texture...

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Just for fun, the #BeckettEngine template game with all bells and whistles (though not all of them demonstrated) yields a 6.63 MB debug build, or an 863 KB release build.

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I should work on that drop-shadowed text label thing tomorrow. Oomfies, give me strength.

#gamedev #opengl #BeckettEngine #ProjectSpecialK

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