Directions ~ Double click the flag WASD to move Space to jump EQ to lean (combat only) X to zoom in (combat only) V to use scope C to sprint (I'm too lazy to make art for that) This is surprisingly not laggy for having nearly three thousand blocks of code with most of them active and also I'm on a chromebook so you'd think it'd be on fire right now lol Report any bugs you find, or any suggestions you have (depending on how realistic it is I will at the very least put it on the to-do list)
this kind of sucks but I'm working on a fundamentally better one right now, it'll utilize pen as well as sprite 3d (think OG doom, only true 3d) i did that actually like five times by now and uh well let me just say math is hard some of this stuff is like calculus 3 whatever that means I'm only starting precalc Description ~ Glacier is a sprite 3D engine, notably including good collision (including on the y axis), fancy camera stuff, and good performance. And cool weapon sway I guess lmao Credits ~ @Tadking and tacno for assistance; @TheGreenFlash for a lot of assistance; @skyistumbling for the skybox and inspiration; everyone on D7 for being awesome <3 Notes ~ -Not even sure if this is done enough but I do not care -Currently contains nearly three thousand blocks, with plausibly 200+ hours spent on all my engines (I was like eleven okay not very smart) -A couple of the features are only in developer mode unfortunately (since they tend to suck lol), however I may at some point give access to the dev tools which include things like noclip and flight so you can use them to experiment -Combat mode just changes the camera controls -Apparently I have good collision? I mean I spent hella long on it so I'm glad, but I'm not sure it's much better than most of the other revival engines (especially SW2) Updates ~ v1.0: Functionality (7/25/22) -Skybox -Visuals -New collision -Better control scheme -General improvements v1.1: Usability (7/28/22) -Fixed Y rendering -Fixed layering -Bug fixes -Weapon system -Improved accessibility -Performance improvements v1.2: Overload (8/18/22) -Fixed Y Collision -Fixed jumping effects -Fixed sprite fencing -Camera roll -Object movement and collision base -Improved accessibility -Improved camera physics -Improved Y collision -General improvements v1.3: Collisions and Time (8/23/22) -Fixed showing-size bug -Fixed rollshake bug -Dev tools -Friction -Day-night cycle -Broken object collision -Improved collision -Improved accessibility -Performance improvements v1.4: Prototype (9/01/22) -Fixed scenery roll offset -Player height -Simple object collision -Combat leaning -Camera zoom -Centred mouse thing -Improved y collision -Improved weapon dynamics -Improved sun glare visibility -General improvements v1.5: Hidden (10/--/22) -Fixed roll shaking bug -Fixed roll-rotation bug -Fixed zooming bugs -Fixed broadcast-basing -Fixed FPS -Finally gave you guys the gun -Raycasting (will be adding alternate method) -Marginally improved object collision and added new object y collision (identical to player) -More accurate player collision (actually significant) -New object hitbox type (needs some work) -Targets react to being shot -Camera changes -Improved accessibility -Improved weapon sway -Improved player hitbox -Improved lens glare -Performance improvements (and yet it's still laggier) Tags (I wouldn't normally do this but I spent so long) ~ .5D