@32 I found the old script and did a good amount of work to make it more efficient and usable, it will take in a set of points and their colors and generate a craft that will render them in a label. Here is the link! Please let me know what you think, if there are any bugs, or if any features should be added.
@32 I had made this 3D Renderer which probably works similarly to the one that @PlanariaLab made. It essentially takes 3D points and applies rotation matrices and then projects them to 2D. I remember using this video as a guide to understanding how the math works. The main issue is connecting the points. While rendering the points themselves don't take much cpu, I don't know of a way to draw lines to connect them increasing the cpu cost by a ton. This may be a simple problem to solve for all I know but I haven't looked very much into it since my work on these are all years old. If I remember correctly, my python program I made to generate the renderer simply takes in a set of 3D points, and I might have made a V2 that could also allow you to specify the color of each point too. I can go looking for that script for you when I get the time but if I forget over the next few days give me a ping to remind me 👍
@RepublicOfCursedPlanes Interesting. I would've thought my Steam would auto update cause I didn't realize this is from an old version. Are you having any compatibility issues?
@11qazxc Without the variables, the large function ({t=0?frame:""}{t=1?frame:""}...) would still be calculated for every single individual pixel inside of the label. So it would be doing the same calculations but way more often, redundantly.
@11qazxc Good observation! The way you're proposing is actually how it used to work, but I optimized it by moving the frame logic to variables like you were saying. This should be faster because the bulk of the logic ({t=0?frame:""}{t=1?frame:""}...) is in variables now and can be set to only calculate whenever the sprite changes frames with the use of the activator property. The alternative of putting this logic in the label means that the bulk will be calculated over and over presumably around a hundred times per in-game second. Now there is a lightweight calculation in the label that checks for a transparent pixel and then displays the texture color if not (since from my understanding you can't store data big enough to represent transparent pixels within variables). If you have thoughts or disagree I'd be happy to hear.
@RYAviation Thanks! I agree that it's upsetting they are no longer adding new updates to the game as it's their most iconic but I can see why they want to put more resources into branching out more
@IceCraftGaming Are you referring to something similar to the pattern passwords on android phones? I could see that, as long as you amped up the FT security so you can't just look at the XML to see the password XD. The drawing function has any number of uses since it is so versatile
@MrCOPTY Yes, this does use over 2 thousand tunable numbers which are the weights and biases of the model. However, they are not handwritten. I trained this model in Python using Tensorflow and made a custom script that converts trained models into SimplePlanes variables
I think that expecting continuous free updates from a game that you can get for $3 depending on the sales is pretty unfair. I have been playing for over 7 years and have over 1000 hours of combined playtime so SimplePlanes has given me far more than the small price I paid for it.
Would new updates be nice? Yes. Do I feel entitled to them? Absolutely not and I support Jundroo's team 100%
@32 @1VirtualRealityConversion Unfortunately, this game can actually be very hard on the pc. I haven't tracked the resources it takes but logically I assume it is mostly reliant on a decent CPU and maybe ram size aswell. For reference, my pc has a Ryzen 5 5600x CPU and runs the game at a perfect framerate, but on my Galaxy S22+ phone it is an unplayable framerate. Since my phone is pretty good, there's probably not many mobile devices that'll be able to run the game, maybe the very best phones. As for the "Mobile Mode" option, that is experimental and would change the camer to accommodate the larger Hud on so the navigation indicator doesn't block the screen and is future proofing for when more mobile devices can run it easier. It may or may not be present in the final version.
@32 I'd say it's pretty fun, although I want to make some tweaks to make it more fun such as fast enemies and quicker respawn time. To me, it feels like a very barebones Doom.
@LUCAS2077 Theoretically you could if I released the source code I use to generate the SimplePlanes file. I'm not sure if I'll go that route as it might be a fair amount of extra work but we'll see :)
@PlanariaLab Damn that really sucks. In case you haven't tried it, you can right click a folder you think it might have been in and click "Restore previous versions" to see old versions of the file where the spreadsheet might be. Also, if the spreadsheet might just be misplaced on your PC somewhere, you can get WizTree for free and it has a much better file search than default Windows to confirm it isn't anywhere on your drive still. Hope this helps, good luck!
@32 No problem, I'm here if you have any questions
+1@32 I found the old script and did a good amount of work to make it more efficient and usable, it will take in a set of points and their colors and generate a craft that will render them in a label. Here is the link! Please let me know what you think, if there are any bugs, or if any features should be added.
@32 I had made this 3D Renderer which probably works similarly to the one that @PlanariaLab made. It essentially takes 3D points and applies rotation matrices and then projects them to 2D. I remember using this video as a guide to understanding how the math works. The main issue is connecting the points. While rendering the points themselves don't take much cpu, I don't know of a way to draw lines to connect them increasing the cpu cost by a ton. This may be a simple problem to solve for all I know but I haven't looked very much into it since my work on these are all years old. If I remember correctly, my python program I made to generate the renderer simply takes in a set of 3D points, and I might have made a V2 that could also allow you to specify the color of each point too. I can go looking for that script for you when I get the time but if I forget over the next few days give me a ping to remind me 👍
@V Looks good on the Steam Deck!
@Keithisawsome Thanks! Feels like forever ago since I've made made this haha
@PlanariaLab Didn't know about that! Thanks for the info
+1Really cool! Just some advice, if you use the ControlBase part instead of rotors, you can do the same thing but without the rotor noise
@MountainMan8131 Depends on the device you're playing on, but it may take a minute to load this high quality graphics version even on a beefy computer
+1@MountainMan8131 The raycasting part of this craft requires a LOT of calculations per ray
+1@Zdeam22 Highest Graphics Mode is released!
+1@goboygo1 Haha if there was any other way I would take it XD
@RepublicOfCursedPlanes Np!
@RepublicOfCursedPlanes Press the Fire button as if you were shooting your main guns
@LunarEclipseSP Looks good!
+1@RepublicOfCursedPlanes Interesting. I would've thought my Steam would auto update cause I didn't realize this is from an old version. Are you having any compatibility issues?
@V There is, if you go in the settings in the SimpleDoom in-game menu
@LunarEclipseSP Sure!
+1@SimpleStudent That sucks, good luck with getting it working!
+1@HuskyDynamics01 Haha Thanks!
The Scoreboard is up everyone!
@Rattlesnake I'll need a screenshot of it just to verify, you can DM on Discord at monke_2023 👍
@11qazxc Without the variables, the large function ({t=0?frame:""}{t=1?frame:""}...) would still be calculated for every single individual pixel inside of the label. So it would be doing the same calculations but way more often, redundantly.
@AndrewGarrison @WNP78 Thanks guys!
+2@11qazxc Good observation! The way you're proposing is actually how it used to work, but I optimized it by moving the frame logic to variables like you were saying. This should be faster because the bulk of the logic ({t=0?frame:""}{t=1?frame:""}...) is in variables now and can be set to only calculate whenever the sprite changes frames with the use of the activator property. The alternative of putting this logic in the label means that the bulk will be calculated over and over presumably around a hundred times per in-game second. Now there is a lightweight calculation in the label that checks for a transparent pixel and then displays the texture color if not (since from my understanding you can't store data big enough to represent transparent pixels within variables). If you have thoughts or disagree I'd be happy to hear.
+1@Kendog84 Python! :)
@SimpleStudent Game is nearly done, will be released soon!
+1So cool! And not resource-heavy either! This has an insane amount of potential
This is very well done! Good Job!
When the change log refers to a change to the "input system," does that include changes that affect how it works or just fixing bugs in it?
@RYAviation Thanks! I agree that it's upsetting they are no longer adding new updates to the game as it's their most iconic but I can see why they want to put more resources into branching out more
Awesome!
@IceCraftGaming Are you referring to something similar to the pattern passwords on android phones? I could see that, as long as you amped up the FT security so you can't just look at the XML to see the password XD. The drawing function has any number of uses since it is so versatile
+1@MrCOPTY Yes, this does use over 2 thousand tunable numbers which are the weights and biases of the model. However, they are not handwritten. I trained this model in Python using Tensorflow and made a custom script that converts trained models into SimplePlanes variables
+2@MrCOPTY I'm confused by your question, what do you mean by a database?
I like these posts, can you tag me in the comments whenever you release them so I don't miss it?
@TinyMaus Hello, SimpleDoom will be pretty CPU intensive so it probably will be laggy on most phones, but there will be no mods needed to play 👍
@TinyMaus This will not be VR compatible but you can definitely drop it from the sky all you want XD
I think that expecting continuous free updates from a game that you can get for $3 depending on the sales is pretty unfair. I have been playing for over 7 years and have over 1000 hours of combined playtime so SimplePlanes has given me far more than the small price I paid for it.
Would new updates be nice? Yes. Do I feel entitled to them? Absolutely not and I support Jundroo's team 100%
+11@32 @1VirtualRealityConversion Unfortunately, this game can actually be very hard on the pc. I haven't tracked the resources it takes but logically I assume it is mostly reliant on a decent CPU and maybe ram size aswell. For reference, my pc has a Ryzen 5 5600x CPU and runs the game at a perfect framerate, but on my Galaxy S22+ phone it is an unplayable framerate. Since my phone is pretty good, there's probably not many mobile devices that'll be able to run the game, maybe the very best phones. As for the "Mobile Mode" option, that is experimental and would change the camer to accommodate the larger Hud on so the navigation indicator doesn't block the screen and is future proofing for when more mobile devices can run it easier. It may or may not be present in the final version.
+1@32 I'd say it's pretty fun, although I want to make some tweaks to make it more fun such as fast enemies and quicker respawn time. To me, it feels like a very barebones Doom.
@LUCAS2077 Theoretically you could if I released the source code I use to generate the SimplePlanes file. I'm not sure if I'll go that route as it might be a fair amount of extra work but we'll see :)
Thanks for all the kind words everyone!
Such a cool concept!!! This is put together really well!
+1@Samfpanzer No editing! This runs in SimplePlanes :)
This is a very early demo of SimpleDoom! The finished game will most likely look very different from this. Thank you for watching!
@byronkulet05 Here you go :)
+2This is amazing and innovative! Has this type of thing been done in SimplePlanes before or are you the first?
+1@Tenativicius He'd been had unfortunately
+1@PlanariaLab Haha you didn't worry me just glad you didn't lose too much. Good luck on your finals!
@PlanariaLab Damn that really sucks. In case you haven't tried it, you can right click a folder you think it might have been in and click "Restore previous versions" to see old versions of the file where the spreadsheet might be. Also, if the spreadsheet might just be misplaced on your PC somewhere, you can get WizTree for free and it has a much better file search than default Windows to confirm it isn't anywhere on your drive still. Hope this helps, good luck!
+1