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  1. #1
    He guys,

    So I finished the basic editing, basic collision and the basic systems for the QDFPS engine so its time for a little demo

    Controls:
    - Mouse and WASD for movement.
    - 1 for geometry editing.
    - 2 for texturing.
    - Scroll to loop through the textures.
    - In geometry mode press left mouse to add a block with the current selected texture and right mouse to remove a block.
    - In texture mode press left mouse to apply the selected texture to the selected block surface.
    - ~ opens the command line. Type list for an overview of the commands.

    Thats about

    Next up:
    - Optimise the rendering of the cubes

    Greetz

    Luuk
    Attached Files Attached Files
    Last edited by Luuk van Venrooij; 17-01-2013 at 08:32 PM.

  2. #2
    Interesting. It remembers me to Ace of Spades.

    Is it Windows only? Will be the scenery destructible?
    No signature provided yet.

  3. #3
    It should compile on linux using freepascal. I dont have any intentions so far to make the levels destructible.

  4. #4
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  5. #5
    There is a demo attached a few posts back

  6. #6
    I just fideled around a bit with your demo and I belive I found a bug or posibly just a unintendedt glitch. Damn I'm good in bughunting maybe I should try to find a job in this area
    Anywhay the bug happens if you move the camera beneath the level and then move upwards. Ass soon as you get to the botom layer you are teleported above that layer or if there are more layers on the top one (glich in colision detection). This doesn't happen when you try to do similar with cealing.
    Also if when placing block you get camera boxed into a small place and then place final block which is placed on the position for camera to be inside the block camera might sometimes glitch between two block and sorta jump up and down. It fixes itself when you try to move.
    So you might wanna check your colision detection algorithm again to see why this things are happening and prevent user from placing the block which would be placed on the position where the camera is and therfore cuase forcefull camera move to another position.

  7. #7
    Quote Originally Posted by SilverWarior View Post
    I just fideled around a bit with your demo and I belive I found a bug or posibly just a unintendedt glitch. Damn I'm good in bughunting maybe I should try to find a job in this area
    Anywhay the bug happens if you move the camera beneath the level and then move upwards. Ass soon as you get to the botom layer you are teleported above that layer or if there are more layers on the top one (glich in colision detection). This doesn't happen when you try to do similar with cealing.
    Also if when placing block you get camera boxed into a small place and then place final block which is placed on the position for camera to be inside the block camera might sometimes glitch between two block and sorta jump up and down. It fixes itself when you try to move.
    So you might wanna check your colision detection algorithm again to see why this things are happening and prevent user from placing the block which would be placed on the position where the camera is and therfore cuase forcefull camera move to another position.
    Thanx! I will look into them

  8. #8
    Again a little update

    - Optimized the rendering of the cubes. Cubes in a node are now grouped by texture instead of setting the texture for each cube side rendered Didn't really much on Ati and Nvidia cards but my on-board Intel card performance want up by 200%
    - Fixed the 2 collision bugs that SilverWarior pointed out.

    I started to look in to how I`m going to do the lighting on the cube geometry. I types of lighting I want are 1 directional and point lights with different colors. My first try is going to by per vertex lighting since the density of geometry is pretty high. Also this should be pretty simple to implement and fast enough to update in real time while editing. Another option may by light mapping. Implementing shouldn't be that hard since the checks to calculate the color per vertex are basically the same for as for the lightmaps. Also the layout of the light maps in the textures is pretty easy since all surfaces are rectangles However the code will be more complex and real-time updating might be an issue depending on the resolution of the lightmaps.

    I`m also going to extend the texture mode. I want to be able to rotate textures per surface of the cube so I can align them properly in some situations. I`m talking about rotations of 90 degrees so I`m thinking of some sort of look-up table for this.

    Anyway here`s the updated demo:
    Attached Files Attached Files
    Last edited by Luuk van Venrooij; 17-01-2013 at 09:34 PM.

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