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Thread: Periphery Online / MMORTS

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  1. #1
    do tell more on how you built the game, what graphics library do you use?
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #2
    Graphic API: OpenGL, GLSL.
    Sound: DirectSound.

    All plants and houses are made with the Flora3D tree generator.
    For those who use this program, in the folder "../Periphery/Data/F3d" you can find additional collections of trees and bushes that you can freely use in your projects.

    Models and animations from Mixamo.
    First I import them into Blender, then export them in my own format.

    No other libraries are used, game engine is self-written.

    The server is also self-written, Linux/Posix, only native low-level functions: listen, send, recv, etc., no other lib.
    Last edited by rts111; 02-08-2022 at 04:18 PM.

  3. #3
    Looks very interesting.

  4. #4
    Quote Originally Posted by SilverWarior View Post
    Looks very interesting.
    Thanks.

    Landscape screenshots:



    Last edited by rts111; 27-11-2021 at 04:26 PM. Reason: update screenshots

  5. #5
    Could you do a writeup on how you did model animations? this is something i still have a problem with in my own game.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #6
    Unfortunately, I don't know an easy way.

    My path was like this:
    - Learn how skeletal animation works in general.
    - Learn Blender, and learn how to import models and animations from Mixamo.
    - Learn Python, and learn how to write Python scripts in Blender.
    - Write a script that exports these model and animation to my own format.
    - In the game itself, you need to write functions for loading this format, for converting to format understandable GPU ...

    If you're a beginner, all of this can take over a year. I think my answer will not help you much.

  7. #7
    I know the principles behind the skinning but the issue is loading up the data in a consistient and useful way in pascal and getting it to opengl & shaders (or a decent CPU method to deform mesh).
    There is no useful example that works with modern file formats in pascal, there are ancient quake file format examples in glscene and some GLTF examples which are super hard to integrate because they rely on certain way their shaders are done and are hard to just integrate into a custom engine pipeline, and most of these don't even have support to share animations between different meshes, if you want multiple characters you usually need to export animations for each model separatedly.

    If you could make a minimal example of this, all of pascal community could benefit from it.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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