tag:blogger.com,1999:blog-48971251545622377802024-02-19T02:54:33.716+01:00APOCALYX 3D EngineBlog about the APOCALYX game engine development and related newsUnknownnoreply@blogger.comBlogger192125tag:blogger.com,1999:blog-4897125154562237780.post-28600427571305139652016-04-23T12:55:00.001+02:002016-11-24T13:26:40.393+01:00"Star Trek" 1971 text gameUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-47453163690984879792014-07-18T15:54:00.004+02:002014-07-18T16:11:40.068+02:00YouDev.it about apps & games development
The Apocalyx 3D Engine is adopted as the main development tool at You Dev .it a new site devoted to tutorials about apps and games programming. There are sections about 3D Games programming, 2D Games programming, Text Games programming and more.
The 2D section adopts the TooDee Engine, while the tutorials about text adventures (interactive fiction) use the Inform 7 IF Design System.
To Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-7238874212768626172013-07-02T15:03:00.002+02:002013-07-02T15:12:50.191+02:00Just a simple APOCALYX 3D Engine tutorial
So you have downloaded the full 64 Mb Windows installer of the APOCALYX 3D Engine. Now you want to learn how to use it.
The engine is distributed with a lot of interesting demos. From their Lua sources you can learn a lot, but also a few lines of simpler code may be helpful.
Thus let's follow this code provided by R. Roswell. This source features a basic tutorial which Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-73757434509084113492009-08-17T09:59:00.005+02:002009-08-17T10:07:04.706+02:00Fleet ViewerThe new MekaWars' Fleet ViewerUnknownnoreply@blogger.com1tag:blogger.com,1999:blog-4897125154562237780.post-39771601639663884922009-01-18T15:34:00.003+01:002009-01-18T15:40:31.725+01:00MekaWars meets Gun-TactyxYesterday I cited the space marines that populate the starships during battles.Space marines defending thecentral area of a module My idea was to develop the MekaWars control unit system (as you may already know, in MekaWars the players develop the AI of their units - that's how MekaWars is meant to be played) and recycle it for Gun-Tactyx-2 (that is the sequel of Gun-Tactyx).Then, recently, I Unknownnoreply@blogger.com6tag:blogger.com,1999:blog-4897125154562237780.post-70791127002083752332009-01-17T15:31:00.002+01:002009-01-18T15:34:28.963+01:00MekaWars' dungeonsThe starships concept included in MekaWars was extended and improved. Additional modules apart (research module to develop the projects from which devices, units and ships are designed; factory module to effectively build devices, units and new modules), the ships have now got a crew.I'm not talking about the pilots of units or the captains of the ships (or even the admiral that commands the Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-65199496204747672782009-01-16T15:28:00.002+01:002009-01-18T15:31:37.802+01:00MekaWars' stellar systemsYesterday I talked about the Galaxy. Today is the time of stellar systems. The star, one planet with a moonand a fleet exiting the hyperspace Each sector of the Galaxy contains a stellar system. The prototype of the system is given by a star, with several planets, each with its moons.The asteroids rich of resources will be located in that environment, so the units must scan the space to avoid theUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-77228165495488569632009-01-15T15:25:00.001+01:002009-01-18T15:28:15.732+01:00MekaWars' GalaxyMekaWars Offline will feature a strategic map like the one you can see below.MekaWars' strategic mapEach player has got a sector to manage, separated from other players by neutral sectors.A fleet can travel from sector to sector through hyperjumps, because travels among stellar systems needs too time being performed at sub-light speeds.A fleet can jump in a neutral sector only if no more than twoUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-44481932294912344632009-01-14T15:13:00.004+01:002009-01-18T15:24:56.684+01:00MekaWars' simulatorAlmost three months have passed since the last post. I was quite busy and it was impossible for me to publish the promised daily post.However recently I've found some spare time to spend and I used it to continue the development of MekaWars Offline. In particular I have successfully ported the already working Lua simulator to C++, so very large starship battles are going to be possible.The port Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-49239745623774296502008-10-23T17:50:00.005+02:002008-10-23T17:57:37.495+02:00Refractive SphereAfter a lot of days of silence, let's start again the APOCALYX 3D Engine daily posts. Today just a short old news: I simply signal an old paper of mine that describes how to simulate a refractive (and reflective) perfect sphere with just two triangles.In DemoPack1 is available a demo (RefractiveSphere.lua) about the subject.The article dates back to 2004, so it explains how to simulate a sphere Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4897125154562237780.post-91123738093934131402008-10-19T10:23:00.000+02:002008-10-19T10:23:00.271+02:00Third Person Shooter (II)Other screenshots from Miguel Manchego Rivas' Simple Shooter.You can download the demo from the Users' Gallery. Feel free to submit your little demos, even if you find the quality of yours worse that Miguel's ones. Thank you in advance! Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-20780252814126824532008-10-18T10:15:00.005+02:002008-10-18T10:23:12.016+02:00Third Person ShooterOther screenshots from the Miguel Manchego Rivas' demos. This is the time of the Simple Shooter that you can find, as usual, in the Users' Gallery.As you can see, the features of the demo resemble those of my Urban Tactics. The main important different is that the avatar can jump and walk on ramps, while in Urban Tactics the level is completely flat.Another difference is the use of level items (Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-25091768913218879192008-10-13T17:30:00.004+02:002008-10-13T17:33:15.338+02:00Treasure Hunter (II)Other two screenshots from Treasure Hunter. Visit the Users' Gallery for more.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-17351001221994934222008-10-12T13:37:00.004+02:002008-10-12T13:41:43.874+02:00Treasure HunterJust a few screenshots from "Treasure Hunter", a side-scroller demo realized years ago by Miguel Manchego Rivas.If you have developed games or demos using APOCALYX, feel free to submit them, even if they use very few functionalities. I'll be very happy to host them in the Users' Demos page.Thank you in advance! Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-86957889414429280632008-10-11T14:28:00.002+02:002008-10-11T14:31:00.438+02:00Unicode fontsAnother quite hidden feature of APOCALYX is the support of UNICODE true type fonts. You can find a demo showing how to display UNICODE true type fonts in "UnicodeTrueTypeFonts.lua" included in DemoPack2.As you can see in the screenshot, after a true type font has been loaded in the engine, there are several different ways to use it to display texts. This feature is brought to you thanks to the Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4897125154562237780.post-11049235588765961242008-10-10T19:04:00.001+02:002008-10-10T19:07:17.871+02:00Multiple viewportsProbably this is one of the most hidden features of the engine, but APOCALYX can also support multiple viewports.There are several kinds of viewports: first of all, the world scene can be seen from different points of view, then also other simplified 3D worlds independent from the main scene can be rendered in their own viewport. To see the feature at work, try the "Viewports.lua" demo in Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-80533431996609599432008-10-07T16:30:00.000+02:002008-10-07T16:30:00.847+02:00Post MekaWars: Small RTSWell, why should we limit the range of possible applications of the programming-game concept to the examples given in the past days? Other possibilities are available, such as the genre of Real-Time-Strategy games.The paradigm harvest-build-attack is simple enough to be mastered by our intelligent bots, also known as agents. Your possible objection may be based on the number of the units: if one Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-4897125154562237780.post-12472230654130973062008-10-06T16:30:00.000+02:002008-10-06T16:30:00.870+02:00Post MekaWars: SoccerTactyxAs a final example of projects that are going to benefit from the MekaWars development, let's consider the very-long waited Soccer Tactyx (ST). If you have been reading this blog since the beginning, you remember that ST was planned on occasion of the European Football Championship. Now I think that a more realistic release will be on occasion of the... Football World Cup!Delays apart, also very Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-81944386694107625362008-10-05T16:30:00.001+02:002008-10-05T16:30:00.066+02:00Post MekaWars: GunTactyx2You may know that MekaWars, the game currently in a heavy development, is a spin-off of Gun-Tactyx (my CROBOTS-like QUAKE3-style programming-game) and long before of JRobots (my Java CROBOTS-like game with online tournaments). You also may know that I planned long ago a sequel to Gun-Tactyx, that is GUN TACTYX 2.The occasion to develop MekaWars has delayed the GUN TACTYX 2 development a lot, but Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-50437217864022968632008-10-04T23:39:00.000+02:002008-10-05T10:43:39.478+02:00Post MekaWars: City RacingIf you have read the last posts, you know that MekaWars is currently in a heavy development phase. You can also discover the concept behind MekaWars playing with the recent preview (MekaWars.zip).MekaWars is a game set up in a outer space environment, but the genre of "programming-games" can be obviously applied to worlds subject to other rules. For example, let's consider a few long waited Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4897125154562237780.post-30421409599448778572008-10-03T23:34:00.005+02:002008-10-03T23:39:58.742+02:00Particle SystemThe particle engine implemented in APOCALYX simulates the movement of textured particles in a frame rate independent way. Each particle moves along a path that is a superposition of two kind of movements: a quadratic path (characterized by an initial position, speed and acceleration) and a circular path (built from a radius and an angular speed). As usual, those parameters are linearly Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-41634304004401048622008-10-02T23:59:00.006+02:002008-10-03T00:07:49.372+02:00MekaWars official site (II)I couldn't resist and show a few screenshots taken from the new MekaWars site that is going to appear at www.MekaWars.com. More detailed instructions, more demos and full featured forums: the real game apart, what could you ask more? Stay tuned! Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-49918321210044984642008-10-01T21:57:00.002+02:002008-10-01T22:00:17.787+02:00Total WarJust a screenshotUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-46606740420418570322008-09-30T18:17:00.002+02:002008-09-30T18:18:23.823+02:00One vs AllJust a screenshotUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-4897125154562237780.post-15731095611124160782008-09-29T23:15:00.000+02:002008-09-30T18:16:59.920+02:00HarvestersJust a screenshotUnknownnoreply@blogger.com0