Eternal Tech is a 3D rendering engine based on id Tech 2. It will be available for download and modification for free under the GNU General Public License (GPL). The project was started and is primarily developed by Kevin "Buzzard" Jonasson. It is programmed in C/++ for use on all Windows and Unix-based computers. It will hopefully also ported to other platforms such as the Mac and Linux.
"Behind the scenes" look at how to spawn monsters and how generators works.
Posted by 0Buzz on Nov 23rd, 2011
It took a while to figure out how the generator system should be, if it should be totally game generated or user controlled. By looking at the pros and cons of how other projects did it (which in most cases were totally game generated), it was decided to be a mix of both where we took the fun of totally randomized spawn locations to user controlled spawn areas.
There are four different kinds of generators: square, box, cylinder and circle. Each of them have a special function in the world, the square is mostly used for open areas where it doesn't have to care about uneven ceilings; where the box is a better choice for areas with uneven ceilings. The circle and cylinder acts the same as the square/box but are..well..."round in shape" lol xd.
Then all it does for monster spawning is checking if the monsters bounding box fits inside the generator so you have to be very careful so the generator isn't inside the world or else the monster will get stuck.
The generators can be placed out manually through a editor. You can also control what monster should be spawned, how much chance of it to spawn. For example, if you wanted a gunner to have more spawning chance then the rest of the monsters etc. Bosses/water units (which i will talk more about at a later date) have special spawning options.
Next Week: GUI System.
Remember: If YOU like this project, please help out!, whether it be by just clicking a simple "like" button or spreading awareness about the project!, thanks <3.