It is currently Tue Sep 18, 2018 1:53 pm

Post new topic Reply to topic  [ 4 posts ] 
Author Message
Site Admin

Joined: Wed Jun 27, 2007 9:33 am
Posts: 227
Post Update
been motived work on my game the last 2 days :)

haven't touched for a while. Worked on the xml map loader, the code was a bit of a mess before, cleaned it all up. And set it up to nest elements for child->parent relationships, to load terrain meshes for outdoor scenes, etc

Eg an example of a simple outdoor scene:

<?xml version="1.0" encoding="utf-8" ?>
<Map Name="map_outdoor_bunker">
   <StaticMesh File="terrain-heightmap.png" Position="-50,-20,-50" Scale="1,0.1,1" />
   <StaticMesh File="bunker.b3d" Position="-10,-19.3,15" Scale="1">
      <PlaceObject Name="object_wood-box01" Position="2, 3.0, 0" />
      <PlaceObject Name="object_wood-box01" Position="2.1, 2.0, 0.1" />
      <PlaceObject Name="object_wood-box01" Position="2.2, 1.1, 0.1" />
      <PlaceObject Name="object_wood-box01" Position="2.3, 1.5, 0.1" />

      <PathNode Position="-5.5,1,6.40435" />
      <PathNode Position="5.5,1,6.40435" />      
      <PathNode Position="-5.0465298,0.73529,-6.30435" />
      <PathNode Position="5.0465298,0.73529,-6.30435" />
      <PathNode Position="-0.0465298,0.73529,-6.80435" />
      <PathNode Position="-0.0465298,0.73529,-4.80435" />
      <PathNode Position="-0.0266785,0.999806,-3.34349" />
      <PathNode Position="2.2207,0.999927,-2.19842" />
      <PathNode Position="-2.8008,0.996135,-1.85562" />
      <PathNode Position="-2.7049,0.994498,2.17438" />
      <PathNode Position="1.86548,0.992512,2.18547" />

   <!-- Some boxes -->

   <pivot Position="-10,-18,2">
      <PlaceObject Name="object_crate04" Position="0,2,0" />
      <PlaceObject Name="object_crate04" Position="0,4,0" />
   <PlaceObject Name="vehicle_jeep" Position="-10,-16,5" Rotation="0,90,0" />

which makes:

yes it looks bad, but it's just a quick test.

object_wood-box01, vehicle_jeep, etc. are also xml files that load only when used.

Ignore the PathNode element, it's for the AI's pathfinding, will set it up to be automatically placed later.

I continued working on the VBOs in irrlicht, for this. Were enabling VBOs on terrains would slow the game down from 44 to 32 fps (this is on an old laptop btw) because both the vertex and index are uploaded unnecessary when only index data is changed for the LOD. Fixed this and now enabling VBO on terrains boosts the fps to 162 fps :) will commit this to the irrlicht svn soon.

Sat Jun 28, 2008 2:54 am
Site Admin

Joined: Wed Jun 27, 2007 9:33 am
Posts: 227
Post Re: Update
Worked on the outdoor scenes a bit,

-had a look at Klasker's Procedural Trees, and integrated them into my game (very nice job by Asger Feldthaus :) )

quite fast with vbos. only problem with them was they weren't rendering transparent parts (leaves/tree billboard) on the transparent render pass, so they weren't blending to well, easily fixed.

-then used bitplanes grass node, to get some grass. nice job by bitplane too. same problems with the transparent passes with them as well, and they didn't seem setup to handle a moved terrain. also GIMPed the grass image, to try and make them less boxy.


may need to have more grass closer up.

feel free to comment, the forum is so dead :(

Fri Aug 22, 2008 12:59 am

Joined: Tue Jan 29, 2008 7:26 am
Posts: 8
Post Re: Update
It's looking pretty good to me. Hey at least the AI isn't running off edges and into walls still :).

If elephants had high heels what is to say they cannot dance?

Thu Oct 02, 2008 9:47 am
Site Admin

Joined: Wed Jun 27, 2007 9:33 am
Posts: 227
Post Re: Update
worked on the grass, and better buildings, etc.

video clip:


Thu Oct 09, 2008 12:04 pm
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.