Use this Turbowarp link: https://experiments.turbowarp.org/pointerlock/1059878811?stuck&hqpen&fps=60 WASD to move Mouse to look Space to jump Press x to teleport back to spawn(this is useful if you get stuck or fall off the map)
Hello, I’m working on a simple game, and here’s a playable map for you to test it out! I made this map really quick in a day using blender. The model is then compiled into this playable map Scratch using the Gamma Engine tools. It might still be too high-poly for use. I still want shadows but they are incredibly costly. I would like feedback on how to tweak the game(i.e., fluidity of movement, ease of movement throughout the map). I’d also like feedback on performance. I’m alright without bug reports, however, since I’m pretty confident that I know what needs fixing code-wise. Most player movement mechanics of quake have been implemented by directly analyzing the source code: https://github.com/id-Software/Quake/blob/master/QW/client/pmove.c There are still issues with collision, despite this map being composed of simple AABBs. Technically, the engine works even with non-axial planes of collision. Also, because I made it so quickly, it isn’t composed very well, but I’m still satisfied with the result. CREDITS: 3D BSP sort adapted from @Chrome_Cat's 2D BSP sort. Compare the code, which can be found here: https://scratch.mit.edu/projects/714869495/ Triangle filler by @-Rex-(@-Rex-Test-): https://scratch.mit.edu/projects/509029922/ Uses clipping scheme from Vadik1's 3D engine: https://scratch.mit.edu/projects/520598397/