Author Topic: yeti3d game engine  (Read 22246 times)

lemmywinks

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Re: yeti3d game engine
« Reply #15 on: November 30, 2010, 07:50:00 pm »
Wow this looks great, i remember it from GBA days and wondered what becme of it

A game built on this engine would rule!
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campusten

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Re: yeti3d game engine
« Reply #16 on: November 30, 2010, 09:57:55 pm »
Looking at that gameplay video gives me great memories of half-life.  Talking about that, how great would half-life on the dingoo be?

EXL

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Re: yeti3d game engine
« Reply #17 on: December 01, 2010, 09:19:48 am »
Ok, here's a little gameplay video:
I cycle thought multiple maps available in this version, that's why the scenery changes rapidly once in a while (also, it shows how fast the levels are being loaded).

<a href="https://www.youtube.com/watch?v=-sikkERQMrg" target="_blank">https://www.youtube.com/watch?v=-sikkERQMrg</a>
Have you seen this bug with passing through walls? Is there a similar bug in the version for Dingoo?

zear (OP)

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Re: yeti3d game engine
« Reply #18 on: December 01, 2010, 02:55:58 pm »
Have you seen this bug with passing through walls? Is there a similar bug in the version for Dingoo?
Yes, this is exactly what I was talking about before.
From my understanding this version of the engine was meant to be a racing game, so this strange behaviour is probably caused by the fact, a car is supposed to ride up/down the hilly scenery. And 90 deg walls are also treated the same way, so when you touch a wall, it simply puts you on top of it. And for the walls that have no platforms on the top, it simply puts you on the top of the level, where's no background to be rendered, hence the bug.

l1nk3rn3l

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Re: yeti3d game engine
« Reply #19 on: March 02, 2011, 11:53:52 am »
Have you seen this bug with passing through walls? Is there a similar bug in the version for Dingoo?
Yes, this is exactly what I was talking about before.
From my understanding this version of the engine was meant to be a racing game, so this strange behaviour is probably caused by the fact, a car is supposed to ride up/down the hilly scenery. And 90 deg walls are also treated the same way, so when you touch a wall, it simply puts you on top of it. And for the walls that have no platforms on the top, it simply puts you on the top of the level, where's no background to be rendered, hence the bug.


TO FIX THE BUG PLEASE REPLACE THE void player_init(entity_t* e)  FUNCTION IN "GAME.C" FOR THIS CODE:

void player_init(entity_t* e)
{
  e->radius = 50;
  e->nocollision=0;
  e->ontick = player_tick;
  animation_init(&e->animation, 0, 0, 8, 192, LOOP_FOREVER);
}


THat'S ALL FOLKS!!!!!

VISIT THE YETI3D WRAPPER FOR BENNU IN

http://code.google.com/p/yeti3dplusplus/
« Last Edit: March 14, 2011, 05:04:37 am by l1nk3rn3l »

EXL

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Re: yeti3d game engine
« Reply #20 on: April 01, 2011, 07:44:41 pm »
Thanks, l1nk3rn3l.
I corrected it. And added new maps.
Check please. Cheers.



Download (My Blog)

SilverhawkBR

Re: yeti3d game engine
« Reply #21 on: April 01, 2011, 11:58:45 pm »
It runs perfectly here. Say, why dont we get everyone together to come up with a nice game based on the engine? The maps i tested ran perfectly almost bugless (well, monsters sometimes goes trough walls, they are all together, they dont respawn, and Y button does something wierd.)

But my eyes almost gleamed just to think about a Silent Hill style game, or a top down shooter, or a Crash Bandicoot-ish style game on it.  8)

Shyfer

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Re: yeti3d game engine
« Reply #22 on: April 02, 2011, 12:08:26 am »
I almost had an orgasm when I though this was a finished game. Someone NEEDS to make a complete game based on this.

SilverhawkBR

Re: yeti3d game engine
« Reply #23 on: April 02, 2011, 01:44:37 am »
Its probably impossible, but imagine a yeti3d graphics "hook" on PSX4ALL. It would use YetiEngine to render graphics. Graphics would be rendered at a higher speed and i guess sound would be able to be enabled by default.

Dreams, dreams.. Yet, no devs on the dingoo... shit, if i knew how to code..

@edit
Just tought about a guitar hero engine. 3 button style, with some simple but nice effects on the back.
Still, i dunno how would songs be added, i thought about doing just like in rhythm zone, analyse song and generate the table. Still, i guess it would be too much work tough...
« Last Edit: April 02, 2011, 02:08:01 am by SilverhawkBR »

Poligrafowicz

Re: yeti3d game engine
« Reply #24 on: April 02, 2011, 11:17:55 am »
I can imagine a Valkyria Chronicles like game on the Yeti engine. Also while N64 emulation might be impossible\impractical* on Dingoo and PSX emulation could use some work, games of comparable quality could be made using this engine. That is what comes to my mind every time someone wanted to see Mario 64 working on Dingoo.

*Even if someone wrote one, playing games on it would be out of question.
« Last Edit: September 11, 2011, 05:32:04 pm by Poligrafowicz »

EXL

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Re: yeti3d game engine
« Reply #25 on: April 02, 2011, 07:08:14 pm »


LOL.

In my spare time I tried to replace some of the models in the Yeti 3D pro.
Even wrote a small manual, though the russian language...

Generally, all will be able to download here, and find out for yourself:

Yeti 3D Pro md2 models (My blog)

(Dingoo A320 rotates on the fourth map)

Cheers.
« Last Edit: April 02, 2011, 07:13:46 pm by EXL »

samir

Re: yeti3d game engine
« Reply #26 on: April 03, 2011, 03:16:24 am »
Cool!  :o

l1nk3rn3l

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Re: yeti3d game engine
« Reply #27 on: April 14, 2011, 03:37:09 pm »
I almost had an orgasm when I though this was a finished game. Someone NEEDS to make a complete game based on this.

nice EXL !!!
« Last Edit: April 30, 2011, 10:12:52 pm by l1nk3rn3l »

senhormister

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Re: yeti3d game engine
« Reply #28 on: July 16, 2011, 11:00:24 pm »
Trying my hand with the editor (the editor download from the sourceforge link). Have to say i've liked it, seems really easy to create maps.
I've got most of the keyboards shortcuts though there are 2 things that I didn't quite understand how they work

1- Selecting a tile and pressing T or C will toggle the color between red and green. On the made maps, I've noticed that this is used on curved surfaces/ceilings, but I'm yet to find out how exactly it works
2- Entities. I can add one to the map, but I have no idea of how to manipulate it (give it a sprite or model or make it work at all)

Also, does this support true room over room?

dihegols

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Re: yeti3d game engine
« Reply #29 on: September 11, 2011, 03:40:54 am »
I wanted to show something fun.
As a reminder yeti3dpro (and yeti3d) is a very powerful 3d engine, formerly known as a demo fps. basically it but actually the application of this engine can be great and definitely not only to create FPS. one can imagine a Mario Kart or as an arena for games such as etc ...

Here I am providing some videos of my projects in development using this engine:

A 3D platform game in lateral view, with the same engine. (Yeti3d here, in this case)

<a href="https://www.youtube.com/watch?v=TumiLZZB6EA" target="_blank">https://www.youtube.com/watch?v=TumiLZZB6EA</a>

Not bad? well it shows the versatility of yeti3d pro.

a 3D Pac-man (you can switch to 3rd person and the object and enemies are in 3D)

<a href="https://www.youtube.com/watch?v=XK66NMQIKGc" target="_blank">https://www.youtube.com/watch?v=XK66NMQIKGc</a>

a 3D fighting game, all to be done for now

<a href="https://www.youtube.com/watch?v=P_qR_Fkj0to" target="_blank">https://www.youtube.com/watch?v=P_qR_Fkj0to</a>

yDOOM and classic version of Doom using the engine yeti3D.

<a href="https://www.youtube.com/watch?v=SH1QJ3ZntGQ" target="_blank">https://www.youtube.com/watch?v=SH1QJ3ZntGQ</a>


visit blog author
http://dihegols.blogspot.com/

for more information!


 

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