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Work in Progress / WORLD V0.9 Beta - Free World Builder for DBP

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dab
19
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Joined: 22nd Sep 2004
Location: Your Temp Folder!
Posted: 31st Oct 2006 00:52
With the lighting, will we need Dark Lights to make it in our games?

Take heed, never take advantage of the things you need, never let your self be overcome by greed. Walk a strigh line, pick up your speed and try. Everyone deserves a piece of the pie By: Shaggy
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 31st Oct 2006 01:34
Cool. Glad you got the indexing problems on the site sorted. Looks great

Chris Ritchie
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Location: Norn Iron
Posted: 31st Oct 2006 04:04 Edited at: 31st Oct 2006 04:05
Been keeping an eye on this thread for a while now and I have to say its looks truely incredible. Have you done any stress tests yet, like the amount of polys in objects/scene ?

Lead programmer ULIDIA
Belial Productions
Syncaidius
19
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Location: United Kingdom
Posted: 31st Oct 2006 10:02
@dabip:
Quote: "With the lighting, will we need Dark Lights to make it in our games?"

Nope, nobody will need Dark Lights to use any of the objects light mapped by WORLD.

@Lost In Thought:
Quote: "Cool. Glad you got the indexing problems on the site sorted. Looks great "

Yeah, if it wasn't for your help i'd probably been still trying to find out what was wrong. Thanks.

@Chris Ritchie:
I haven't done a stress test recently. The last one I did was 8 days ago when I randomly placed 400 objects, cloned 50 and instanced 50, totalling up to 500 objects. Then I ran the Light Mapper (whatever was working on it at the time) and timed how long it took to light map all 450 (50 were instanced) objects. The time taken was around 4 minutes, which is pretty fast for a light mapper dealing with that number of objects.

However that test was when the Ambient Occlusion feature wasn't implemented. That takes 2-3 times longer to render due to the fact that it uses ray casting to improve the realism of the shadows and remove much of the sharpness from them.

I may try running one today once I've finished a few bits and pieces.

Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 31st Oct 2006 11:28
DBking, what kind of culling are you using in the program to speed it up if any?

Syncaidius
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Location: United Kingdom
Posted: 31st Oct 2006 20:50 Edited at: 31st Oct 2006 20:52
errmm... none yet. All of my own methods of culling have failed to sqeeze extra frames out of WORLD. I also tried the Fustrum culling code from code snippets, but again, that didn't give me any extra frames from WORLD. Maybe you should know though, when I tried that, I tried while doing the 500 object test.

I still got 64 frames per second with all 500 objects present (with Sync Rate set to 60). The objects were more than just boxes too. There were statues, computers, guns, boxes, floor tiles, etc.

When I do a stress test before release, I'll post all the results that I've collected.

just me
17
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Posted: 31st Oct 2006 20:58
hey guys this is "just me" again,
i have a problem, i downloaded world and i want to open it,
but i need directx9.0c . i have downloaded it but i still can't open it. pc keeps asking for dirextx9.0c

i dont know what it is so plz help me.
Lost in Thought
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Posted: 1st Nov 2006 00:53
Quote: "(with Sync Rate set to 60). "


Compare the before and after with it set to 0. This will give you a percentage of performance increase if someone was to totally go overboard and add way more stuff than you try. The main performance increase from culling is from high poly objects with around 500 polys per limb and any animated objects as DBP doesn't cull them.

FXTC
19
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Location: CzechRepublic
Posted: 1st Nov 2006 19:47
editor looks usefull

AMD 2,4 512MB RAM,2x200GB hdd,GforceFX5700GT128MB,IBM21"
MiiRa
17
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Joined: 1st Nov 2006
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Posted: 1st Nov 2006 20:04
this is my product[img]null[/img][img]null[/img]

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MiiRa
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Posted: 1st Nov 2006 20:06


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MiiRa
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Posted: 1st Nov 2006 20:13
hi, what you think aboat it?

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Syncaidius
19
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Location: United Kingdom
Posted: 1st Nov 2006 21:36 Edited at: 1st Nov 2006 21:39
@MiiRa: why have you posted three times in a row. you should read the forum AUP (Acceptable use policy) before you make your first post.

Why do I get the feeling FXTC and you are the same person?

Aside from that, the model in your picture looks quite good.

@Lost In Thought:
I'll add something to increase performance, I have one method in mind. Thanks for the tips.

Darth Vader
18
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Joined: 10th May 2005
Location: Adelaide SA, I am the only DB user here!
Posted: 2nd Nov 2006 04:45
DBking Please will you email me when this comes out! I need it for the Nvidia compo!
Great Screenies though!


Syncaidius
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Posted: 2nd Nov 2006 11:00 Edited at: 2nd Nov 2006 11:13
Quote: "DBking Please will you email me when this comes out! I need it for the Nvidia compo!"


Yeah Sure. If all goes well it will be released tomorrow. All I need to do is update the format for exported worlds and create the new help files and it's ready.

I'll be posting version 1.00 into the 'program announcements' forum, since it will be the first 'complete' version of this program. Once V1.00 is out im going to continue work on my PhysiX Hardware entry for the PhysiX competition and start my entry for the Nvidia compo. Funny enough, i'll be using WORLD for the levels in both entires.

However, in that time, if any of you find any bugs, i'll fix them as soon as I here about them (ASAP ).

As for the help files, they will include the following:
documentation of all tools, menus and dialog boxes.
fully documented controls and how to change them
full documentation and tutorials on how to use the light mapper
Tutorial on how to create a basic world, export it and run it in your game
example project showing how to use the names of entities in your game, such as finding where you placed the player while using WORLD.

There is an issue with DBP not being able to correctly load the textures on 3DS models, since i've added support for loading such models, you may get some 3DS models appearing without their textures.

I will be providing 2 model converters, this will be a 3DS to X converter and an X to DBO converter, since DBO models have a faster loading time and don't appear to have any issues while loading. I know there are already lots of these converters scattered around the forums, but this is just for convienience.

Syncaidius
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Posted: 2nd Nov 2006 12:02 Edited at: 2nd Nov 2006 12:05
Sorry to double post, but I think this is allowed.

I just want to post the results of the stress test I did last night, on WORLD. It was mainly to test the light mapper. Heres a picture of the end result:



Now for the statistics, these are from the file I saved while doing it:

WORLD Light Mapper Test 1
-------------------
Main System Specification:
AMD Althlon 64 3200+
1792Mb DDR 400Mhz RAM
Radeon X1600 XT 256Mb Graphics Card

Number of Objects: 420 (412 + 8 Lights)
Polygon Count: 1,075,508
Lowest FPS: 43
Highest FPS: 45

Light Mapper Settings:
Mode: Auto
Quality: 1.0
Light Map Texture Size: 512x512
Blend Mode: 4(MODULATE)
No Ambient Occlusion
No Boosted Curved Surface Quality
Blur Radius: Low


Time taken to lightmap all objects: 5 minutes and 37 seconds.

WORLD Light Mapper Test 2
-------------------------
Main System Specification:
AMD Althlon 64 3200+
1792Mb DDR 400Mhz RAM
Radeon X1600 XT 256Mb Graphics Card

Number of Objects: 420 (412 + 8 Lights)
Polygon Count: 1,075,508
Lowest FPS: 43
Highest FPS: 45

Light Mapper Settings:
Mode: Auto
Quality: 4.0
Light Map Texture Size: 1024x1024
Blend Mode: 4(MODULATE)
Ambient Occlusion On
Boost Curved Surface Quality On
Blur Radius: High


Time taken to lightmap all objects: 1 Hour, 32 minutes and 42 seconds.

From what I see on the forums, many people wont reach 420 light mapped objects for various reasons. For some it may be that you only light map your level,then use shaders to improve the other objects, visually. For others it may be the fact that their system wont allow them to have scenes of 1,000,000 polygons.

just me
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Posted: 2nd Nov 2006 19:22
hey this is just me.
i got problems with starting WORLD. i need directx 9.0c or something. the point is i got direct 9.0c already
anyone knows what to do?????

plz answer.
bosskeith
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Posted: 2nd Nov 2006 21:10 Edited at: 2nd Nov 2006 21:12
i see you are new to the forums...the problem is not in world but microsoft. at this point there are 3 or 4 versions of 9.0c you will want to make sure you have the february version or later...hope that helps.
if you click on my banner it will go to an unfinished web page that has a link to the download of direct x.

Syncaidius
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Location: United Kingdom
Posted: 2nd Nov 2006 21:53 Edited at: 2nd Nov 2006 21:54
@just me:
Yeah, I agree with bosskeith, its Microsoft (or my nickname for them, Microslop).

Well the good news is, Version 1.00 of WORLD is completed. The only bad news is that im not releasing it until I have a set of help files to include with it, which i've already started working on.

You should be able to get your hands on WORLD V1 tomorrow, if all goes well.

I've also created a model converter and am going to include it with WORLD. It's only small, but it can easily convert 3DS or X models to DBO models. Heres what it looks like:


It should be simple to use, although, Im still going to include some help on how to use it (for newbies).

wh1sp3r
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Location: Czech republic
Posted: 2nd Nov 2006 22:46
nice


PS: Real programmers aren't afraid of math!.
Syncaidius
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Posted: 3rd Nov 2006 14:40
Im half way through creating the help files now. V1 should be ready later today.

Peter H
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Location: Witness Protection Program
Posted: 3rd Nov 2006 14:55
sweet!

"One man, one lawnmower, plenty of angry groundhogs."
LD52
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Posted: 3rd Nov 2006 21:27
Kool
H4ck1d
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Posted: 3rd Nov 2006 22:06
Quote: "Im half way through creating the help files now. V1 should be ready later today"


Heck Yes!!!! lol good work, I can't wait!

Syncaidius
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Posted: 3rd Nov 2006 23:14
hehe, i didnt say what time today did I?

All thats left on the help files is the function reference for the code which WORLD exports, the control reference, model converter help and instructions on loading your own files. Once thats done i'll upload it.

Looks like i'll be staying up til 11:30pm here to finish it.
Im making Damn sure I stick to releasing it today, no matter what time today.

Should be finished in the next hour or so.

Syncaidius
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Posted: 4th Nov 2006 00:58
Version 1.00 has finally been released. You can get more information by visitint the new thread:
http://forum.thegamecreators.com/?m=forum_view&t=92612&b=5

Hope you like the new version, and please, if you have any feedback, comments or constructive critism, please post it on the new thread.

Moderators, please feel free to lock this thread now, I've started a new thread for the new version of WORLD.

TEH_CODERER
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Location: Right behind you!
Posted: 4th Nov 2006 03:19
Quote: "Looking forward to any comments/ideas/requests on the light mapper."

How about allowing the use of bump/normal maps? Probably too much uneeded hassle but if you are using lightmapping the you are using fixed lights so using a shader to add the mapping in real time is a waste. The project would still be great without it but this feature would really make it stand out for me.

Ralen
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Posted: 7th Nov 2006 14:08
DBKing:

I don't know if you ever fixed the middle mouse button issue, but all people with no middle mice buttons have to do is click mouse the left and right mouse buttons at the same time. for a middle mouse button click.

This feature was actually added to windows way back in the day when 3 button mice first came out. As a way for developers to not have to worry about this issue of mice not have a middle clicker.


DARKGuy
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Posted: 18th Nov 2006 10:53
Wow, at last something that really kicks it! It's been a long time since I check these forums, but I see that your project is really, really good, can't wait for the lightmap-enabled version! it will surely prove REALLY useful!

Don't give up ^_^


"As sudden as I arrive, as sudden as I leave."

Syncaidius
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Posted: 19th Nov 2006 00:11
ahhem.... DARKGuy, read my last post on this thread, the link to that version is there. Heres the link to V1.00 again:

http://forum.thegamecreators.com/?m=forum_view&t=92612&b=5

Hope you like it, and please, post your comments in the new thread for V1.00. I dont look at this one much anymore (since it's out-of-date).

Marius
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Posted: 26th Dec 2006 15:38
Hallo DBking,

thank you for this great Program.
But i have a litle Problem.

I read in your Tutorial:

Set Display Mode 1024,768,32
Sync On : Sync Rate 60
Backdrop On : Autocam off
Position Camera 0,15,0

INIT_WORLD()

LOAD_WORLD(1,"Example\Example.wgd","Example\",1)

Do

Rotate Camera Camera Angle X()+MouseMoveY(),Camera Angle Y()+MouseMoveX(),0
If Upkey() then move camera 2
If Downkey() then Move Camera -2


Center Text 512,0,"MOUSE TO ROTATE CAMERA - [UP] AND [DOWN] KEYS TO MOVE"
Text 0,40,"World Name: "+Wld_Get_Name$()
Text 0,60,"World Size: "+STR$(Wld_Get_Size())
Text 0,80,"Object Count: "+STR$(Wld_Get_Object_Count())

Text 0,100,"Object 1's entity name: "+WLD_GET_OBJECT_ENTITY_NAME$(1)
Text 0,120,"Name of Object 1: "+Wld_Get_Object_Internal_Name$(1)

Text 0,768,"FPS: "+STR$(SCREEN FPS())
Sync
Loop

I write this Code in "Example.DBA"
So far so good.

Then I Push in DarkBasic the F5 Button.

Here is the Error-Message:

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