April 30, 2009 by sirjuddington
Since last post I’ve made a little progress with JaDE. I finally made up my mind how the rendering system will work, and implemented something closer to a final method for rendering the 3d map, yay. The last textured screenshot showed textures on walls/floors but with no texture coordinates (at least, not proper ones). Now texture coordinates are calculated correctly, and instead of calculating the wall polygons on the fly, they are generated the first time a wall is drawn and saved so they don’t have to be recalculated each frame. It also stores some other information, colours for example – it’s possible to have coloured walls (one colour per vertex
I tested this out by making it generate random colours per vertex hehe, it looked… interesting). I also plan to allow per-vertex colouring in the map format somehow, so yeah.
After implementing that I decided to go ahead with the editor. A while back I started on a new rewrite of my SLADE map editor, SLADE3. Rather than begin an editor for the engine from scratch, I’ll be continuing SLADE3 instead. So not only will I be writing the editor for JaDE, but a nice editor for Doom too. Now, while it’d be nice and (somewhat) easy to write just a map editor, I’ve decided to go the slow and painful route of writing an all-round editor
As in, it will be a combination of a wad/game resource editor and a map editor. I’ll be able to create pretty much everything for the game with it. On the downside, though, it’s going to be a huge undertaking, and it’s not exactly something that’s been done before – very well anyway. So I have the added difficulty of having to design it right – not so simple considering how complex it will be. Fun stuff.
Well that’s all for now. At least it wasn’t 2 weeks this time