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 Update 
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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:

Code:
<?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" />
   </StaticMesh>

   <!-- Some boxes -->

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


which makes:

Image
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
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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.

proof:
Image

may need to have more grass closer up.

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


Fri Aug 22, 2008 12:59 am
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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 :).

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Thu Oct 02, 2008 9:47 am
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Joined: Wed Jun 27, 2007 9:33 am
Posts: 227
Post Re: Update
worked on the grass, and better buildings, etc.

video clip: http://au.youtube.com/watch?v=Zo8vG6q7WGE

Image


Thu Oct 09, 2008 12:04 pm
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