______ __ __ __ | _ \ .----.-----.---.-.--| | |__.-----.-----. |. | \| _| -__| _ | _ | | | | _ | |. | |__| |_____|___._|_____|__|__|__|__|___ | |: / |_____| |::.. . / `------' for PalmOS
Dreadling is a first person, 3D action game for PalmOS.
This means it will run on the Palm(R) range of PDAs and also
the HandSpring(R) Visor series. Any other device which runs the
PalmOS ought to be able to run Dreadling.
On this website, you can get development details, such as a historical log of its development right from it's initial conception, back in April 1999.
Development History Log
Latest Progress (06.02.00 @ 20:04):
Yes another long delay in updates, but I am confident that it was well worth the wait!
Here is a list of what has been implemented since the last update:
Statusbar - Nice brushed metal style status
bar with big clear font.
Not much left to do now, on track for an end of March release!
Latest Progress (30.11.99 @ 00:06):
In a mass programming session, I implemented doors completely. They work perfectly and look great (in my opinion anyway!). They have not reduced from the frame rate in any way. My beta testers have given very positive comments about the doors. A start has also been made on the artifical intelligence. I'm also doing exams as the moment, so i actually should not be programming at all but anyway!
Latest Progress (25.11.99 @ 21:09):
Hi! The time for a progress update has come (i've been practically mailbombed by people wanting to see one!) so here it is, the moment you've all been waiting for...
If you check the Progress Monitor above you will see exactly what is now implemented and in development, however shall elaborate more here and provide some screenshots.
Texture Mapping has had a lot of work done
to it - it now renders at a tremendously high definition. Massive
numbers of textures can also be loaded simultaneously. This allows
great variation and style to levels.
and now for the best bit :
Do I hear people wanting a release date??? I'm not 100% sure yet. If I hit no big problems, I would expect a release date of Febuary or March 2000.
Here are some screenshots of the current state of development:
Latest Progress (08.08.99 @ 20:30):
Hello again everyone! I've been heavily involved with my actual job recently and also in a new Linux Users Group that has started up in Northern Ireland. But, this doesn't mean I have not been working on Wolf3D in my spare time.
Textures are now rendered in twice the resolution
they were in the last update, this looks really great, check the screenshots.
I have been working on the world physics, this is most obvious in the player movement at the moment, i.e. when you walk, you actually accelerate properly and when you turn it starts slow and speeds up. If you don't really know what i mean, check out Doom on the PC and note how the player moves - i will also be implementing the bobbing up and down that Doom did also!!
It's really turning into a very fun game already and the enemies arn't even in yet!!
Latest Progress (25.07.99 @ 23:00):
In the last update earlier today, I got the texture mapping going but it was rather blocky and was hard to see any detail in the texture when moving through the level.
I said that I had an idea that would double the texture resolution without dropping the speed. I have implemented this idea now - it worked first time and not only doubles the texture resolution as i thought it would, it also has brought up the frame rate to 19 frames per second.
Here are the screenshots of the high resolution texture rendering:
Latest Progress (25.07.99 @ 14:57):
Behold - texture mapping is implemented! It looks great and now runs at 17frames per second. I have in mind a technique to improve the appearance of the texture mapping without losing any speed.
Here are the shots of my palm running it:
Hope you liked the screenshots!! I took
them of the real Palm just in case you thought they might be fake!!
Latest Progress (22.07.99 @ 01:30):
Well, today we have more than doubled the frame
This is very pleasing and darn impressive to watch, believe me!! I'm heading out tomorrow night for some serious partying and will be in no fit state for anything - especially coding, believe me!!
I will do the texture mapping when i recover on
Saturday or Sunday...
Oh and just in case you people were wondering, the .PRC file is currently 23k - this is all you need, no extra .PDB file or anything else. It's standalone.
In the next progress update, i will make a complete summarised list of all completed features and also one of things to be done. This is just so everyone knows exactly how far I am into the project and how much there is to go.
Latest Progress (21.07.99 @ 01:00):
Something incredible has happened - yesterday it was going at 3fps on the Palm. Today, it's going at 10FPS!!! I'm amazed at my optimisations and now it doesn't require MATHLIB anymore...it's standalone at last..
However, i expect to get upto about 15~16FPS in the next few days with texture mapping..
Also, I have no need to interlace anymore so you don't get the horrid lined effect like you seen in the last screenshots.
Here is a comparision of what it did look like and what it does now without the crappy interlacing.
Latest Progress (20.07.99 @ 02:00) [okay here goes with the PalmPilot m68k challenge]:
After completely rewriting the raycasting engine to remove some annoying bugs which were lying around for a while, i decided to start getting it go on the actual Palm Pilot for the first time. Frighteningly, it only took one day to get it to actually work on the Palm. I had a friend round at my place called Duncan, he very willingly sat at a debug console while we discovered many unusual traits of GCC for the m68k - like it can't multiply and add on the same line of code 8-))
But, we perservered and have achieved an reasonable initial speed of 3 frames per second. Since this only day 1 on the actual Palm Pilot, and we are at 3 frames per second, this baby will be out forming Quake in about 2 weeks 8))
I haven't implemented the texture mapping on the Palm version yet, because I want to concentrate on optimisations to the engine for now...texture will follow soon - don't worry.
Here are the amazing screenshots of it actually running on my palm III.
Latest Progress (01.07.99 @ 22:30) [still on Linux/x11]:
I'm sure you'll all be glad to here that Wolfenstein 3D is back on the move again... After a long delay doing the first half of my A-level exams, it's now the summer holidays and I have time to work on Wolfenstein again. Even though I have a job, it's only 3 days a week usually!
This evening I was re-familiarising myself with the code I began to write a few months ago and I did more work on the function for writing to the screen in grayscale. Before it was going VERY slowly but now its going much much faster!
Latest Progress (30.04.99 @ 0:45) [still on Linux/x11]:
Yes! I've completed the 3D raycasting engine! It does full texture mapping also! I have designed only one wall texture at the moment, but it's very easy to add more.
It's moving around VERY quickly, but it can go much much faster when I remove all floating point operations over to fixed point operations.
And just in case you think all this is a stupid joke, here's two SCREENSHOTS of it running:
I'm deadly serious about making this a reality....
Progress (26.04.99 @ 0:30) [this was all developed on Linux using X11 initially, no palmpilot]:
The 3D engine is turning out to be quite simple to develop. It's currently producing a recognizably 3 dimensional room. I can walk around in the room using VERY simple controls.
It's VERY VERY VERY early stages but things are going quicker than I thought. Screenshots will come soon.