Release anyone remember yeti 3d? SuPeR EnHaNcEd VeRSioN


Also, it's totally possible to add your own wall textures and weapon sounds right now. Sounds are the easiest to modify - simply go into the media/sounds directory and check them out. Textures are a little more difficult - even though everything's now loaded externally, I'm still using Yeti's archaic formats for models, sprites and textures (which made sense at the time, what with it being a GBA-aimed engine). I'll write up a little guide on how to do it later but it basically involves making an image with a load of 128x128 textures, converting it to 256 colour and then importing it into the game using the editor. I recommend you download the Windows package (if you haven't already) and have a look around - I did all development on Windows before compiling on Pandora.

Star trek-inspired level, eh? You may need some source code editing ability if you want to add/change things such as weapons, monsters etc.
 
hey guys, it's finally here... the update to yeti3dnew. this version gives you silky smooth 50 fps graphics and you can now use Space to cycle weapons in the pandora version. ;)
still needing to be done: frame skipping or something to maintain full speed, some sort of FPS counter (perhaps).
see first post for new attached pnd, and click here for the windows binaries/editor and source.

enjoy :)
 
hmm, would bass be any good for mod/xm playback? I could certainly give it a look. should work better than sdl_mixer at least ;)  
 
is possible included 2.5 sprites (in 4 angles )  how doom engine???

actually only normal sprites are supported...(normal bilboards)

in doom are 8 angles

spangles.gif


but in yeti3d could be only 4 angles 

holder_sprite_2.png
 
Right now yeti3d supports drawing billboard-style sprites, but there's absolutely no reason why Doom-style 8 directional sprites can't be added in. All that would be needed would be to check what angle the object is relative to the camera and draw the appropriate sprite.

Edit: I forgot to say, but I personally find the issue to have little practical relevance as I would rather use models than sprites.
 
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yeti3d render more fast (sprites)   models is more cpu expensive

100 sprites in gp2x console render to 23fps

100 models only 3 fps  (yeti3d not is hardware GPU use), sprites is more practical in low hardware (PS2,GP2X, phones)

is possible you share a simple example rendering sprites with a respective angle (doom style )   will be GREAT..!!!!!
 
That's fair enough. with this port I've mainly been targeting the pandora but even so using sprites would probably be beneficial. While I'd like to keep models for monsters it may be a feasible idea to replace other things such as items and scenery with sprites just to keep the polycount down. It does tend to dip below 25 frames per second as it is, even at a resolution of 400x240 (though I am working on mitigating this by adding in an interactive frameskip alg).

With all the work that you've been doing on yeti I'd imagine that you'd be able to implement a simple 8-directional sprite yourself; however, I might be able to knock one up later today. Like I said, it should only be a matter of comparing the object's angle with the angle of the camera and rendering the appropriate sprite depending on the difference between the two.
 
yo yo yo, it's done!

DOWNLOAD LINK

this was super simple to do and very quick, and the sprite angle finding algorithm could be greatly improved, but it'll do for a tech demo. feel free to use the code for w/e, but I'd suggest you use a slightly more robust algorithm ;)

edit: are you on skype or anything by the way coldev?
 
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THANK YOU VERY MUCH 4 SHARE YOUR CODE... 

yeti3d is a excelent opensource project .. support this engine is great..  thanks..(particle engine + sprite2.5d  is great!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)

you code be included  in our future projects .. your credits will be included too..

please open a sf.net account and share your new code improvements... (community will be appreciate you improvements)

we support  this engine too ..

https://code.google.com/p/yeti3dplusplus/

SC2.png


other projects opensource some with yeti3d

https://code.google.com/u/100998669591384944124/

http://sourceforge.net/projects/coldev/?source=navbar

http://coldev.webs.com/

our first yeti3d game

http://booleansoup.org/index.php?p=gallerygames&mode=view_item&type=full&id=89

45c4bff2c5fc1.jpg


we are a game developers  team ..   our email to contact

infocoldev@gmail.com

thank you  again

Colombian Developers - Team

SC1.png
 
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