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Thread: Momen 3d

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  1. #1
    Mayby can be used ellipsoids for easy collision detection of large ships ?

  2. #2
    Nice start.

    I too would say not to worry too much about accurate collisions for the challenge, as this can be a time-waster in ho-so-many many ways, go with ellipsoids ;-)

  3. #3
    I did a basic collision system. It uses both bounding sphere and bounding box and you can select one or another as your wish. I've also fixed some of my Math3D unit functions (for example, it didn't normalized vectors correctly and it did draw stars instead of spheres) and now the octree is updated when you move objects.
    As you see I've also changed the camera motion.

    Now the game engine is almost complete. If I can add an height-map scenery object and the mission loader then I'll be "on time".

    Right now I don't know how I'll do the HUD, and game needs some kind of radar system because it's hard to find the objectives.
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  4. #4
    Easy work but a lot of things done. Moved some stuff from an unit to another unit, fixing some bad-desinged stuff...

    Now I can shoot small icy cubes. Also I've found an old utility I did to create landscapes. It was written in C and it generates nice sceneries like this:

    This week-end I'll add an height-map object for the "planet missions" and create the first AI-ships.

    And I've post my advances here too, as Will suggested.
    Attached Images Attached Images
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  5. #5

  6. #6
    Thanks Paul.

    I've lost the week-end with a height-map system. The problem was that I tried to link it with the octree and use the octree for culling and collision, but I did something wrong because it wasn't works. Finally I changed my mind and now it worked:

    Also I've discovered that maps created by my plasma program didn't look nice in 3D, but that doesn't bother me ATM.

    So I'm again out-of-time. BTW there are a few things to do before to start the gameplay itself: 2D sprites (for explosions, smoke...) and write text on screen (for GUI, scoring...).
    Last edited by Ñuño Martínez; 16-04-2012 at 11:40 AM.
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  7. #7
    I think the plasma still looks good in the screenshot and I really love the planet in the background

  8. #8
    Actually the landscape of the screenshot wasn't created by my plasma program. I found it on the Internet a lot of years ago in Geocities (IIRC) so I can't give the actual credits for it.

    BTW I've found that I can use my plasma to create a rough terrain description and then use The Gimp to fix the height-map layer.
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  9. #9
    Quote Originally Posted by paul_nicholls View Post
    I think the plasma still looks good in the screenshot and I really love the planet in the background
    I am more interested in the terrain, but the skybox is nice too. And skyboxes aren't very easy to make. I tried making some for the previous challenge, but ended up using an existing one that didn't have any visible seams at the edges.

  10. #10
    A lot of things done, but there's a lot of things that should be done.

    For example, I'm having problems because the engine isn't well designed (as I said, it's a dirty engine ) so it needs to be refactored (is it the correct spelling? ) but obviously I have no time now. Anyway I'm happy with the results and I've learned a lot.

    A big trouble is that I can't make it run in Windows. I'm sure the problem is my Allegro's to Pascal wrapper, but I can't fix it now. Anyway Linux can deal with it (which makes the Windows issues more bizarre).

    Here you have a solo fighting. You can see the title screen, the AI in action, the radar and the targeting device, which makes things a lot easer.
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