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Messages - EricLang

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1
NeoLemmix Main / Question about hires physics in NeoLemmix
« on: April 19, 2023, 02:00:24 PM »
Hello there,

I was browsing a bit through the neolemmix code and would like to know if my assumptions are right...

The highresolution mechanics is basically lowresolution.
For this purpose a "Physics" bitmap is created, which - I presume - is a downscaled version of the highres actual terrainbitmap which is rendered to screen.
When changing the terrain (building, digging, exploding etc.) *both* bitmaps (lowres physics and acual highres terrain) are updated.
Is this about correct?
And how about the FootX and FootY position of lemmings and triggerarea's?

Thanks in advance!

2
SuperLemmix / Source Code of SuperLemmix
« on: April 11, 2023, 10:48:14 AM »
Superlemmix is a fork of NeoLemmix isnt it? Is the source online as well? There are some interesting things I would like to study. (hi res mechanics for example).
Interesting would be a background (tiled or stretched) image I think. I even was thinking about snow, rain etc. :)

3
NeoLemmix Main / Re: Performance During Fast-Forward
« on: April 08, 2023, 07:28:07 AM »
I noticed, when refactoring my Lemmix, that during "hyperspeed" (no graphics should be done until the target frame) there was *still* some drawing done, which slowed down performance. This was noticable when rewinding one frame in pause mode (which basically replays the whole game until one frame before the current frame).

"Fast forward" should be able to do at least 50 FPS on modern computers. Graphics32 is quite fast, but faster is possible when handcrafting everything yourself :)
This is not Incredibly difficult: throw away Graphics32, use a home grown pixelbuffer and directly blit to screen using the windows StretchDiBits function. This function does not need a handle.
The only real drawback here is that you have no font-rendering available.

Then also I noticed that the update speed is probably not optimal in Lemmix, and maybe also in NeoLemmix. I presume the Application.OnIdle event is still used, which is not the fastest possible. Ideally you want to call Game.Update() as often as possible.

In my new project I use a faster method and also always render to screen, which gives framerates between 150 and 1000. And my computer is not the newest one.
Knowing that Delphi is a little bit faster than C# this should be possible in NeoLemmix too.
But also there could be some other bottleneck. I saw there was quite some stuff added to the mechanics.



4
Lemmings Main / Re: Lemmix
« on: April 03, 2023, 10:16:26 AM »
Yes I was experimenting with it, and it works a lot better. The bashers, miners and diggers detect if there was a steel pixel encountered during the removing of terrain. If one of the pixels is steel they stop. That works perfectly.
The only difficult part is the "drawmode" of the steel block (normal, eraser, not-on-terrain, only-on-terrain). I still have to find out what should happen in all these cases.



Tricky 4. Steel behind normal terrain. How to handle that one... In the original the steel is over the whole area (i think) regardless if the steel is visible.

5
Lemmings Main / Re: Lemmix
« on: April 02, 2023, 10:28:29 PM »
I was wondering if I should convert steel area's. I think most of the steel is on these "steel" tiles. Sometimes not too precise. I could make the tiles themselves indestructable, which would be more "realistic" as far as you can speak of realism in Lemmings.

6
Lemmings Main / Re: Lemmix
« on: April 02, 2023, 09:39:39 PM »
Yeah thanks it's interesting. I added some nice things already. A "high resolution" minimap which shows everything live. and "swipe" skill assignment.
Also the framerate is quite high for an old fashioned programmer like me. No hardware accelerated stuff but an FPS of 200 on a fullscreen big monitor (3840x 2160). Playing in windowed mode is also possible. On smaller screens / smaller windows an FPS between 400 and 1000. Playing only mechanics is fast as well. It can handle 3 playing hours in one second :)

The Tribes however will give me headaches :)

7
Lemmings Main / Re: Lemmix
« on: March 27, 2023, 07:30:09 PM »
This Lemmix will have no emulated bugs, and real indestructable steel.
And I have some crazy ideas like speedruns and recording these.

Also I would like to import and handle tribes lemmings, but got a bit stuck on the gamedata, although there is quite some documentation about it. The filestructure is still not clear.

8
Lemmings Main / Re: Lemmix
« on: March 26, 2023, 10:57:39 AM »
@Will: I started from scratch. The lemming mechanics code I translated from Delphi to C#. And then some finetuning / refactoring of course. When I have a working sample I will put it on github.

@Mindless: interesting. I will open the project and check out the details. Is it compilable?
I wrote my own home-grown png decoder. I like having no dependencies. It will be quite easy - if wished - to implement levelrendering for dos lemmings as well as Lemmix, when exposing a few C# methods to you or create a little sub-project.

9
Lemmings Main / Re: Lemmix
« on: March 23, 2023, 09:35:40 AM »
@Simon: Thanks I will keep us posted here once in a while.
It is always a difficult choice between readable stuff like folders, images, JSON etc.
For now I created a binary png-inspired format with all kinds of records (like graphics, levels, sounds music etc. etc.).
I chose this for now for speed reasons. Loading and saving and finding objects is ridiculously fast.
But I am still not sure... this works for now.
I don't like JSON in general except for small structures.

10
Lemmings Main / Re: Lemmix
« on: March 23, 2023, 09:29:46 AM »
@Mindless: That is interesting. Is your source somewhere on github or so? Of course I could give you my renderer if that is ever needed :)


11
Lemmings Main / Lemmix
« on: March 22, 2023, 08:17:38 PM »
Working (again) on a new Lemmix version. I quit Delphi and moved to C#.
The first results are promising, but it will take a while...
I will change the mechanics a bit (goal: "perfect" mechanics), abandon the old file formats (replace that with a home grown one), create an editor and support higher resolution.
Also I will add some settings in levels like falling with gravity acceleration. That kind of stuff.
See you later :)

12
Tech & Research / Re: lemmings mac levels
« on: July 08, 2022, 10:34:03 AM »
Aha thanks.
I would like to get (somehow) the levels with extra decoration, regardless of mechanics.
Tips welcome ;)

13
Tech & Research / lemmings mac levels
« on: July 07, 2022, 07:19:07 PM »
Are the lemmings for Mac levels somewhere? I think they contained more details (because of less graphic / memory) limitations.
I got a very long time ago all the graphics (tiles / traps / lemmings), and would like to play around with it.

14
Site Discussion / Re: my sent messages
« on: July 04, 2022, 11:15:47 PM »
Found it! Thx

15
Site Discussion / my sent messages
« on: July 04, 2022, 08:34:10 AM »
Hello there,

If I send a PM to someone, can I somewhere find this?

Thx

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