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Work in Progress / ONE - fps

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Lukas W
20
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Location: Sweden
Posted: 13th Sep 2008 21:54
Quote: "*switches on kettle*"

lol.


I've tried modeling a plane (just a cube with two plains extruded on each side) and bone it. I tried exporting the model with bones from different applications (trials and freeware) but to no avail.

That I found odd; the rope demo works, but a simple cube shaped like a plane didn't.

Anyway, I won't ruin your thread with my complaints anymore.

kaedroho
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Posted: 13th Sep 2008 23:44
ill work it out (hopefully...). my main aim is to make things which are really difficult; much easier. So i will definately have an attempt at ragdolling with PhysX.
kaedroho
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Posted: 14th Sep 2008 12:50 Edited at: 15th Sep 2008 23:05
Update:

UberTerrain Checklist:
= Done
= Working On
= Going to work on

Basics
Loading
Generating The Terrain
Running with UberEngine
Physics

Graphics
Normals
Texturing
Detail Maps (infinite)
Normal Map Shaders
Quad Rotation (to solve a problem where the tiles stick out)

Optimisation
Index Buffering
LOD
Frustum Culling
Physics
Excluding Tiles (using a monochrome map, this allows the user to exclude tiles)



When ive developed UberTerrain enougth ill make it its own thread

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kaedroho
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Posted: 15th Sep 2008 20:53 Edited at: 15th Sep 2008 20:55
If youve read the other pages, youll see that ONE is developed for speed. UberEngine will definately improve this. Heres some test results:

Tests taken on:
Pentium 4 2.8 GHz
Nvidia Geforce 6200
1.5GB Ram


ONE Game Engine:
Max FPS: 90
Min FPS: 10

UberEngine:
Max FPS: 450
Min FPS: 50



As you can see, UberEngine is ALOT Faster. And not all optimisations are in yet so expect it to get faster for a while, until I start adding in decent graphics.

EDIT: I just noticed that UberEngine is exactly 5 times faster!
Alucard94
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Posted: 15th Sep 2008 21:19
Wow, that's awesome.


Aertic
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Posted: 15th Sep 2008 21:23
... Nice, also you should call somthing "uber charge" maybe like player physics, the play can charge his strength to knock down or push things, or even running and jumping.
or even a health boost
lol...


[B]"Your greatest teacher is your harshest critic"-Butterfingers[/b]
kaedroho
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Posted: 15th Sep 2008 23:03 Edited at: 15th Sep 2008 23:14
Thanks for the comments

Ive just finished the LOD system for the terrrain, pushing the Min FPS upto 150.


Matuka,

Sounds cool, i might add something like that in. Ive seen the word 'UberCharge' around on TF2 but i dont know what it means/does.

PS:
I might release UberTerrain as a .dll when its finished so all you guys out there struggling to get a few FPS with your 'Advanced Terrains', Dont worry, UBER TERRAIN WILL BE HERE TO SAVE THE DAY! (soon)
Roxas
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Posted: 16th Sep 2008 01:08 Edited at: 16th Sep 2008 02:40
Just asking if you are releasing the engine to community use?
I dont have my engine anymore because i lost it when i switched to ubuntu and i really could have some use for prototyping engine for my projects.

Engine that handles the optimization part for sure. I nowdays make games on DBP really not so often because ive moved to c++ completely but could use optimized dbp engine for fast prototyping for sure

//Edit
I see its for GDK but it can be used in dbp with plugins intresting. Or maybe i should just make my own Libary in c++ wich allows fast prototyping

DarkBasic Pro Guy
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Location: Broomfield, Colorado
Posted: 16th Sep 2008 02:20
I load the game up, choose play test level then it gets to "loading: physics" then it crashes and sends me to a web page, "http://www.ageia.com/physx/drivers.html"

Butter fingers
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Posted: 16th Sep 2008 14:57
you need the physx drivers?

kaedroho
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Posted: 16th Sep 2008 19:04 Edited at: 16th Sep 2008 19:21
There will be a free version of the engine for the community. If the engine gets finished, ill make a full version.

The UberTerrain plugin will be released for free. But i might add a few limitations to it (like poly count) so i can release a full version.


UberTerrain Checklist:
= Done
= Working On
= Going to work on

Basics
Loading
Generating The Terrain
Running with UberEngine
Physics

Graphics
Normals
Texturing
Detail Maps (infinite)
Getting rid of the LOD seams
Normal Map Shaders
Quad Rotation (to solve a problem where the tiles stick out)

Optimisation
Index Buffering
LOD
Frustum Culling
Physics
Excluding Tiles (using a monochrome map, this allows the user to exclude tiles)

current functions:

UberTerrain_LoadTerrain(file$)

Loads a terrain from a file with the '.uber' extension. This is because the engine uses 8 types of map. (
) most of these maps can be generated by the editor. I will also release a dll which turns a heightmap into a '.uber' file, for the people who make editors.

UberTerrain_MakeTexture(colour,file$)

This sets up a texture to use on the terrain. Colour is the colour it is on the environment map (the map which tells the engine which textures go where) and the file is the filename of the texture. Textures can be stored in the '.uber' file.

UberTerrain_GetGroundHeight(x#,z#)

this returns the height of a point on the terrain. (exactly what Advanced Terrain does)
DarkBasic Pro Guy
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Posted: 16th Sep 2008 23:25
Do I need an NVIDIA card specifically to use physx?

kaedroho
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Posted: 17th Sep 2008 17:53 Edited at: 17th Sep 2008 17:54
nope, you cant use the latest PhysX drivers though. You can use the older drivers which work on non Nvidia cards.

EDIT: Try downloading PhysX version 8.04.25
kaedroho
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Posted: 19th Sep 2008 00:04 Edited at: 19th Sep 2008 00:07
Quick Update:

LOD seams are almost gone and that will be the hard bit over. Im going to finnish it after I get indexbuffering in.

Rotation map has been removed because it is really fast to calculate the direction the tiles should be while the terrain is being made anyway.

Added the Sector Detail map, this is a small image the same size as the number of sectors. It basically overrides the LOD system so that sectors with really low detail sectors stay on low LOD for longer and the really high detail sectors stay high detail until you are far away, stopping the terrain being blocky and allowing you to increase the LOD distances and making the engine run ALOT Faster.


I hope you can understand all that. If you dont, feel free to ask questions.
flickenmaste
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Posted: 20th Sep 2008 20:49
Quote: "There will be a free version of the engine for the community."


sweet...this looks pretty cool!


[url=http://userbarmaker.com/][img]
kaedroho
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Posted: 22nd Sep 2008 00:28 Edited at: 22nd Sep 2008 00:31
thanks

ive finally finnished indexbuffering and get about 300FPS. Im about half way through getting rid of the seams and that will hopefully be done by tomorrow. After that, im going to get to work on a demo which will be released on these forums.

UberTerrain Checklist:
= Done
= Working On
= Going to work on

Basics
Loading
Generating The Terrain
Running with UberEngine
Physics

Graphics
Normals
Texturing
Detail Maps (infinite)
Getting rid of the LOD seams
Normal Map Shaders
Quad Rotation (to solve a problem where the tiles stick out)

Optimisation
Index Buffering
LOD
Frustum Culling
Physics
Excluding Tiles (using a monochrome map, this allows the user to exclude tiles)
Xenocythe
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Posted: 22nd Sep 2008 00:33
great to see so much progress! good luck with finishing fixing the problem. hope my odd/even function worked out for ya!

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
kaedroho
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Posted: 22nd Sep 2008 18:45 Edited at: 22nd Sep 2008 18:52
@Xenocythe
Its working well! Thanks for the code


Progress On getting rid of those annoying LOD Seams:

Ive pretty much nailed it in theory, but it needs a bit more work on the code to make it perfect. That is #1 in the most complicated things ive ever done in DBPro. (i certianly dont reccomend making a LOD terrain system)

Progress On Infinate Detailmaps

Infact, it shouldnt be called 'infinate detailmaps' but it should be 'infinate texturemaps'. The system works by getting all your textures and using your environment map and memblocks, it will blend the textures together to make a final image. This is repeated for every sector. Im still developing ways on keeping the amount of VRAM (Video Memory) used as low as possible.


Demo release is still TBA
kaedroho
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Posted: 16th Oct 2008 00:40
Ive Released a demo of UberTerrain on my forum. Click the link below to download:

http://www.turbodog.co.uk/forum/viewtopic.php?f=23&t=26&p=36&sid=51e30c7e042bcd963fd74f47c539a189#p36

Games, Code, 3D Models and more! click here
kaedroho
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Posted: 16th Oct 2008 17:43 Edited at: 16th Oct 2008 17:44
Screenshots:

My Specs:

Nvidia Geforce 6200 256MB
1.5 GB ram
2.8GHz Intel Pentium 4









Download here


Next up: Detail Mapping

Games, Code, 3D Models and more! click here
kaedroho
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Posted: 25th Oct 2008 14:19 Edited at: 26th Oct 2008 12:24
Im going to release a new demo as soon as i release UberEngine v0.03. The current demo was made with V0.01 which was relased in september so alot has improved.


Latest test:

Nvidia geforce 6200
Pentium 4 HT 2.8GHz
1.5 GB RAM

130,000 polys (had to disable LOD and frustum culling)
1280x1024x32

UberEngine 0.01 ~40 FPS
UberEngine 0.02 ~40 FPS
UberEngine 0.03 Beta 6: ~70 FPS



UberEngine 0.03 Update (some may effect the terrain demo and some may not):

UberCore:
The program now closes immediately
Pause screens
Added support for UberZones (source in code snippets)
Returns back to menu when game is exited


UberFX:
Particles now have the correct depth
Advanced bullet physics


UberWeapons:
Started complete rewrite (old one was buggy)


UberPlayer:
Added support for new UberWeapons system


UberUI:
Changed the font (antiailasing works now)
Added a layers system


UberTerrain:
LOD Seams nearly done
Detailmapping
Optimised even more
LOD is updated when you zoom in


UberIntelligence:
Actors, Plans and Actions added

UberZones:
Zone in frustum (i need this for better frustum culling with the terrain)

Im soon going to make the first demo of ONE soon so look out for it!

Games, Code, 3D Models and more! click here
nackidno
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Posted: 25th Oct 2008 17:25
Wow, you almost got double FPS in the new version.
This is coming along very well. Keep it up!

"Ja, för det är jävligt manligt att ligga fosterställning i duschen och raka röven! Testa det! "
kaedroho
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Posted: 26th Oct 2008 16:38 Edited at: 26th Oct 2008 17:01
Nackidno, Thanks


New Demo Release!!!








youll have to goto my forum to download it (so i dont have to keep updating links on every post)


Download here


Please report any bugs you find


One more terrain demo then ill make UberEngine its own thread and start on ONE again.

Games, Code, 3D Models and more! click here
kaedroho
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Posted: 31st Oct 2008 22:41 Edited at: 1st Nov 2008 12:46
ive discovered that the update isnt as fast as it should be because there is 2x the ammount of polys being drawn which is making indexbuffering useless. This is because the frustum culling has setup differently causing the sectors to be visible for longer. Im going to add my own frustum culling code into UberZones (as every sector already has a zone and use that to cull the sectors correctly.

EDIT: ONE BETA 10 COMING SOON!!!


Games, Code, 3D Models and more! click here
kaedroho
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Posted: 5th Nov 2008 17:23
We need some 3D Moddelers to apply to work on ONE. Work any hours you want, it doesnt matter if your really young/old and it also doesnt matter which country your in. As long as you speak english and can model quite well, we will be happy for you to be on our team.

In return for your work, we will be happy to help you on the programming side of your games if you want help. We have a small but good programming team (just look at the screenshots above to see our work). Our progammers are most experienced in First Person Shooters but we can adapt to almost any type of game you want.

If your interested in joining our team, then either post here, contact me on msn or email.


Games, Code, 3D Models and more! click here
Alucard94
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Posted: 5th Nov 2008 17:52
What kind of models would you be looking for? Weapons? Characters?


Alucard94, the member of the future of the past.
kaedroho
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Posted: 5th Nov 2008 19:05 Edited at: 5th Nov 2008 19:07
yep, weapons, characters, scenery, buildings, etc. just anything that you will expect to find on an outdoor First Person Shooter. There is a little problem with aliens though, they are difficult to model and we cant use human animations for them so we will have to animate them ourselfs. Add me on msn if your still interested.


Games, Code, 3D Models and more! click here
kaedroho
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Posted: 8th Nov 2008 00:11 Edited at: 8th Nov 2008 00:51
If you liked beta 8, you will LOVE beta 10. Beta 10 has a whole new feel to it and im already getting some great feedback from friends, family and the rest of the team. Its main new feature it the new game engine we have been developing since august, UberEngine, which features a brand new shooting engine, ducking, better graphics, less bugs, more speed and much more to come! ONE beta 10 will be released on December 1st 2008.

Thanks to me and two of the best coders ive ever met (the wilderbeast and versual) UberEngine will be complete early next year and ONE will be complete in the months after (possibly august).

Im hoping to get most of the features that were in Beta 8 into beta 10 but obviously i cant get them all in less than a month so im going to need you guys to tell me all the things you liked in Beta 8 which you would like to see in beta 10. Heres a list of the things i havnt added yet:

Water
Objects
Shaders
Vegetation
Air Strike (look at something you dont like, press F1, look up and wait for a minute, an F15 should fly over and shoot a missile at the target)
Messages
Gun Entitys
Editor (this is a very big feature so i may not beable to get this in Beta 10 but deffinately in beta 11)

Rar: http://files.filefront.com/Beta8rar/;12284449;/fileinfo.html (15MB)

Zip: http://files.filefront.com/Beta8zipzip/;12284622;/fileinfo.html (25MB)


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kaedroho
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Posted: 10th Nov 2008 19:43
New vid:

http://www.youtube.com/watch?v=zu1TKPISsSI


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Alucard94
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Posted: 10th Nov 2008 21:02
That's very impressive.


Alucard94, the member of the future of the past.
darimc
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Posted: 11th Nov 2008 04:35
You might have a commercial engine there.



Vorg1
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Posted: 11th Nov 2008 05:33
Awesome. really good looking engine there. Just maybe scoot the gun back a little bit and it would look better.


Vorg1

Check out Urban Soldier:Requiem
kaedroho
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Posted: 12th Nov 2008 16:40 Edited at: 12th Nov 2008 19:20
Thanks for the comments

Ive fixed a few bugs yesturday:

If you reload when your zommed in, it will now unzoom

If you start aimimg while reloading it will now transition after you reloaded (if you still have your right mouse button pressed) instead of suddenly flashing into aimed mode.

Moved the gun back a bit so you cannot see the back of the arm


Ive also added some water.

http://www.youtube.com/watch?v=zu1TKPISsSI

when ive got enough done, ill get a new vid up


Games, Code, 3D Models and more! click here
kaedroho
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Posted: 13th Nov 2008 21:53
ive nearly got rid of the LOD Seams bug (blues lines on the terrain) ill be working on this later tonight. I have someone working on AI and another programmer working on the Vegetation system.


Games, Code, 3D Models and more! click here
Deathead For President!!
kaedroho
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Posted: 16th Nov 2008 22:32
Ive finnally got rid of the LOD seams and now everything to do with UberEngine will be put in its won thread: http://forum.thegamecreators.com/?m=forum_view&t=140126&b=8

so this thread will be just about ONE.


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Deathead For President!!
kaedroho
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Posted: 1st Dec 2008 22:43
ONE BETA 10 RELEASE

After about 4 months of development, weve finally made another beta for ONE. This beta is the first beta to use our new engine, UberEngine. it also includes a fully working updater so you wont have to go online to get the next update!

The Beta can be found on the following link:
http://files.filefront.com/ONE+Beta10rar/;12524257;/fileinfo.html

kaedroho
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Posted: 7th Dec 2008 11:32 Edited at: 7th Dec 2008 11:32
Beta 11 Release tomorrow: (im now making beta releases weekly instead of monthly)

UberAnimation now supports timer based movement

UberVegetation is unfinished but im going to try and finnish it today

Updater Download speeds improved

kaedroho
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Posted: 7th Dec 2008 19:56 Edited at: 7th Dec 2008 20:16
[removed]

Ok there was a little problem, its now been solved.

kaedroho
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Posted: 8th Dec 2008 20:39 Edited at: 8th Dec 2008 21:00
Beta 11 Release

Beta 11 will soon be available to download and install using the update feature of ONE beta 10. However, im having problems uploading to the server which the current updater is permantly wired up to download from. Please Download The latest updater before updateing ONE:

New Updater Download

kaedroho
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Posted: 9th Dec 2008 17:44
Alucard94
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Posted: 9th Dec 2008 21:07
Professional quality man. That's pretty amazing.


Alucard94, the member of the future of the past.
C0wbox
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Posted: 9th Dec 2008 23:44
@ kaedroho
This really is just the height of me being picky, but I would like this WIP more (thus post on it more) if the sky colour simply wasn't that colour. For some reason, it's just a huge deterant to me... xD

But don't worry, that's just me man. Hehe.
kaedroho
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Posted: 10th Dec 2008 16:41
Alucard94,
Thanks

C0wbox,
ok then ill change it. Shall i make it brighter/darker? or completely change the colour?

C0wbox
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Posted: 10th Dec 2008 19:48
@ kaedroho
Quote: "Shall i make it brighter/darker? or completely change the colour?"

Make it more sky coloured by making it brighter, it just looks really fake, lol.

Probably rgb(128,255,255) ought to do it.

kaedroho
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Posted: 10th Dec 2008 20:50 Edited at: 10th Dec 2008 20:50
I tried that but it did go a bit greeny so i added more red and took away some green. Its now rgb(180,180,255) instead of rgb(128,128,255). Thanks for pointing this out

kaedroho
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Posted: 10th Dec 2008 20:57
Ive started on the UberSDK editor. This is my first big project made with BlueGUI so it might not be very great on first release, but any bugs will be solved in updates. This will also need beta testing so im going to be releasing it but im going to add a few limitations to stop people from making games for free with it while keeping it betatestable.

Mr Kohlenstoff
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Posted: 11th Dec 2008 23:06
Quote: "but im going to add a few limitations to stop people from making games for free with it while keeping it betatestable."


Well, it's OK, it just sounds kind of funny..

You seem to progress very well, even though it still looks more like a terrain-demo than an actual game.. so it might have been a better idea to create a thread for your Engine and then a new one about ONE as soon as it looks and feels like a game. However, since you cannot change that anymore there is not much left to say than "I'm looking forward to whatever is coming next". -> Good work, of course.

kaedroho
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Posted: 11th Dec 2008 23:21
Mr Kohlenstoff,

Thanks

I know that this thread looks a bit like a terrain demo and ive already made another thread for my engine. Ill post some brand new screenshots shortly.

Xenocythe
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Posted: 12th Dec 2008 00:49
Well, if it was a terrain demo thread, it would be a danm good one. You guys have no idea how much workw as actually put into that terrain... I mean, it looks amazing, and it was completely home made with all these little random things that dont make sense to noobs like us

So yes, it's going really good. Hell, I still haven't fixed a normals issue on my home made terrain

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
jason p sage
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Posted: 12th Dec 2008 09:11
Well.. I've done my share of terrain engine making and frankly.. this looks great. Perhaps Some Skirting is required based on the fraps video.. and I haven't yet been able to successfully run the demo on my pc - but I'm reinstalling lots of 3d Tools etc.. and eventually I'll have the missing link installed LOL.

Skirting.. if anyone doesn't know.. is the "trick" of adding strips of textured polys under the terrain seams just to avoid that "blue" show through from the backdrop or skybox whatever...

The RIGHT way to bind the LOD meshes is by adjusting the vertex dynamically... but this is alot of work... however if done in a way that doesn't kill frame rates.. can be pretty much impossible to see except for the pop in that occurs when the LOD level changes. Some people use a completely dynamic approach of rearranging lod completely by vertex manipulation... similiar to how some games use model deformation.. (take a mallet and hit a building and a chunk falls out where you hit it for example) but this is taxing and I don't think the best use of CPU cycles in DBPro OR DarkGDK... but I wouldn't think it impossible either... just potentially slower than one might like.

I think this project is coming along nicely and I'm impressed... any one who doesn't think there is some significant work here might be new to the game and that's fine. The old hands that do understand... well.. we know you still have a ways to go but its great! Keep it up is my opinion.

Now, the texture blending you're doing without a shader? If so ... Good job.. I started that before I took my coding hyadis from DarkGDK... right after I realized how LAME the Device Context thing is.. Dark Coder says its not a DBPro/DarkGDK fault.. but ... I've handled Device Context in dx9.. and its not so hard but in DBPro and DarkGDK.. its a pretty daunting task.. and I think the game engine that is managing all the media should DEFINATELY have the ability to restore the device and the media IT was managing... but that's just me.. for example.. if you mod a mesh.. and make it into an object... DBPro/DarkGDK should drop a cached dbo file for that.. and automatically restore it if the device gets whacked and then restored... but that's just me...

Utilizing the tools that are out there like the vegetation engine, and the sky stuff... Brilliant...

Keep up the good work! Maybe I'll rekindle Iron Infantry sooner than later

--Jason

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