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Thread: My current "WIP"

  1. #11

    My current "WIP"

    Hi and thanks for this positive feedback

    @savage: *LOL*! I am alone and only have my sparetime for this

    @Firlefanz: In your Innominate game you can't use billboards for the trees. Billboards are always faced to the camera and your game view is dynamic, so the perspective would not fit to the surroundings. The billboard trees in the previous video were just placeholders. The new treeclass I made is ready to go (see video below).

    @Delfi: Forget about the trees in the previous video (see above). The new tree class takes a 3D model for trunk and (at the moment) randomly generates positions for some leaf-facings. The leafs behave nearly like billboards, but they are facings. This way I let them face to the camera, but still am able to let them move in the wind.
    Surely I need new textures... all of them are just placeholders at the moment. I plan to go into the park around the corner of my house and take some photos of real trees and plants and make the textures out of them. Should give a more realistic feel.

    @VilleK: I only made some of the textures. Others are from freeware sites. But I will exchange them all (see above) to give a more athmospheric feel (when all textures come from the same source they fit together a little better I guess )

    @Traveler: The iceballs will become grenades sometime I didn't had a model and no proper texture available, so sorry for the look of them Again, they are only placeholders.
    Concerning the wind: The "wind" is just a sinwave atm. It was for testing purposes. There is no real wind source right now. Thats a thing for later (I can imagine a helicopter flying over the scene, letting the plants wave in the rotor winds...

    So here is a new video of my progress from yesterday

    I added:
    - New tree class (Don't bother about the look. The trees doesn't look overwhelming, the textures and the trunk model are crappy. But the technique is ready to go).
    - Waterlevel to the terrain (player can go swimming now *lol*)
    - Explosions throw up dirt if they hit the landscape.
    - Waterexplosions
    - increased depth of view
    - trees have a collision corpse now (not visible in this video, just got it ready when the video already was done.)

    http://www.dino-it.de/Engine2.wmv

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  2. #12

    My current "WIP"

    Excellent upgrade. Are the grenades deforming the terrain in real-time?
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  3. #13

    My current "WIP"

    Thats a thing I really want to have.

    But I need to find out how to deform the collisionmeshes of Newton first.

    Deforming the heightmap is no problem, but this will just change the optics, not the physics. If I find out how to deform the Newton meshes, this is the first thing I will add to the engine. I will contact Sascha Willems about this. Maybe he can help with this.
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  4. #14

    My current "WIP"

    Can you ignite the plantlife ane make plants start burning? and catch on fire other plants?
    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

  5. #15

    My current "WIP"

    Should be a quite simple to add feature... but I guess the particle engine gets much to do with this feature
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  6. #16

    My current "WIP"





    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  7. #17

    My current "WIP"

    wow.. looks awesome..

    I realy like to see a video of this

    I also like the water texture. Is it animated??

    EDIT: whoops it seems that you already posted a video ops:
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  8. #18

    My current "WIP"

    Quote Originally Posted by Huehnerschaender
    Thats a thing I really want to have.

    But I need to find out how to deform the collisionmeshes of Newton first.

    Deforming the heightmap is no problem, but this will just change the optics, not the physics. If I find out how to deform the Newton meshes, this is the first thing I will add to the engine. I will contact Sascha Willems about this. Maybe he can help with this.
    have you taken a look at the user collision mesh? it "might" be possible to do it with that

  9. #19

    My current "WIP"

    Here is a little Techdemo of the "engine".

    Walk around as usual (mouselook, AWSD) and fire with left MB.

    Added
    - physics to water.
    - visuals to water (wave particle when crates or particles dive into water)
    - particles using physics engine

    Please try it out and tell me your FPS and sys specs.
    I also would like to know what you think about it

    There is no sense and no goal yet. Just walking around and shooting cannonballs.

    http://www.dino-it.de/Upload.zip

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  10. #20
    Co-Founder / PGD Elder WILL's Avatar
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    My current "WIP"

    Uh oh... Iron Strike 2 is gonna be a FPS!

    I can see it happening too... Or maybe it'll become a spin-off. Like 'Iron Strike: Special Operations' or something.


    Well I figured I'd post something, seeing as I've not posted yet. Very nice work so far Dirk!

    One thing I noticed is that when you sent me those screenies, I looked at the images with the size reduced a bit it looked VERY realistic and you could hardly tell that the folliage was a rendered plane, but when I set the size to actual size, I suddenly noticed the edges of the bushes and trees.

    Maybe this is something to play with to make it more realistic looking? Some kind of anti-aliasing maybe?

    I honestly don't think that any 3D engines made in Pascal are close to cutting edge realisim, at least yet. Maybe you can be amoung the first?
    Jason McMillen
    Pascal Game Development
    Co-Founder





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