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Work in Progress / RPG Engine

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Kieran
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Posted: 19th Feb 2007 07:34 Edited at: 11th Aug 2007 10:43


If you still have interest in this project then please check the Aex.Uni forum which has a section for The Inferno Engine.

The forum can be found in my sig :

© Aex.Uni 2007

[center]Visit The Aex.Uni Forums

Silvester
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Posted: 19th Feb 2007 09:31
Oh,Cloud!

Looks fairly good,but that speech part should be a little bigger.(Wich is impossible as all debug info is in fron of it now)

-Prince Of Darkness
Aaron Miller
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Posted: 19th Feb 2007 10:03 Edited at: 3rd Mar 2007 23:30
** Kieran updated the info, this is an edit to comply with his update. **


Cheers,

-dt

PS: View http://www.chaos-software.co.nr/ and/or http://www.tree3d.co.nr


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Roxas
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Posted: 19th Feb 2007 11:07
Oh lol.. Beats my 3d rpg's Looks kewl


Kieran
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Posted: 20th Feb 2007 04:58 Edited at: 27th Feb 2007 23:49
thanks good to hear that its got potential

Hobgoblin Lord
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Posted: 20th Feb 2007 05:52
hehe, opened this up thinking it was my thread (they have the exact same title). Guess this is what we get for developing an engine and not a flat out "this is a game".

Aaron Miller
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Posted: 22nd Feb 2007 04:24 Edited at: 22nd Feb 2007 05:44
RPG ENGINE UPDATE
The engine's source code has been completely re-written, and optimised. It works the same as before, however, is estimated to be 1.2 times quicker, and development time with it will increase dramatically. Take for example, I have just implemented my cloud engine. *Which should only be used in small areas*

Lens flare maths and everything should be worked out, however, only the maths have been worked on, not coded. Enjoy lens flare soon though.

Motion blur has not yet been implemented, and has been momentarilly dropped. It will be re-raised again, once it becomes more important.


In other news, some optimisations have been done to my WinGUI Plugin to suit the editor (For the RPG Engine). By my designs, the editor will look like FPSCs editor, however, I am also waiting on more information from Kieran (About the editor) before we start coding it.

We are both visually optimising the editor, and I am going to implement some Vertex, and Pixel shaders, as well as HLSL effects for standard objects. I think ODE will be used for the physics (temporarily) and that DarkPhysics will eventually be used later.



@Hobgoblin Lord
Im sorry that the post was named exactly the same as your RPG Engine. Sorry for the confusion, and good luck to you.



Cheers,

-db

PS: Dont forget to checkout http://www.chaos-software.co.nr and http://www.tree3d.co.nr.

PPS: Kieran made my signature.

PPPS: I will have some more screenshots soon.


[EDIT]
A bug has been fixed with the engine, where flickering would occur with the rain. It turns out, the camera was continuously zooming out of range. The bug has been fixed now, and works well. A video should also be available soon.
[/EDIT]


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Kieran
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Posted: 22nd Feb 2007 06:20 Edited at: 27th Feb 2007 23:50
A bit more work has been done on the engine, screenshots aren't animated so DB user 2006+ and I thought it would be nice to post a video

here is a link

Video 1 - General Effects

enjoy

Aaron Miller
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Posted: 24th Feb 2007 02:56 Edited at: 24th Feb 2007 06:42
Hello all! Here is another screenshot from the engine. Not much, I know, but enjoy it anyways. Some extra features have been added.

Click here to view.


Cheers,

-db


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Silvester
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Posted: 24th Feb 2007 14:53
I hope this will be better then Realm Crafter...RC is good,but it lacks standard features and well.Graphical support.(DX7)

So far,this looks great.As i dont looks at the graphics at this moment I just look on how it sticks together and the features.

Gil Galvanti
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Posted: 24th Feb 2007 17:03
Looking good .


Cash Curtis II
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Posted: 24th Feb 2007 18:39
This project looks nice. I have to be honest, however, for the place that it is at the framerate is a bit low. Animations, gameplay, static object and particles, and NPC entities need to still be integrated. The code and resource managment need to be optimized. I'd be willing to help you guys out, if you like.


Come see the WIP!
Aaron Miller
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Posted: 24th Feb 2007 21:05
@Prince of Darkness
Thank you.

Graphics are being improved on currently to make the engine itself look better, currently trees are being implemented into the scenary of the demos, etc. Some shaders have been applied, and we are gonna use DM models temporarily to test out animations.

@Gil Galvanti
Thank you.

@Cash Curtis II
Your help is greatly appreciated. Send me the details in an email, or post them here.


Cheers,

-db


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Silvester
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Posted: 24th Feb 2007 21:22
Ah,good to know

Aaron Miller
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Posted: 24th Feb 2007 21:54
Because Kieran can't get onto the forums right now
I am posting this for him.

Here is another video of the RPG Engine, it will only show 29 FPS
because the camera Kieran used to make this video slows it down from 75.

anyways you will notice that there is now trees and a new skysphere
but the reason the character walks through the water is because we
haven't got an animated model of a character swimming. This will be added
later.

Cheers,

-db


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Silvester
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Posted: 24th Feb 2007 22:09
TreeMagik 1 rocks!(Not realy...)

Looks quite good for the engine itself.looking forward to see more

Kieran
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Posted: 24th Feb 2007 22:40 Edited at: 27th Feb 2007 23:50
treemagick1 is ok, besides i can make trees but i cant export them properly

also the graphics are all getting revamped, i spent only like 2 hours on the graphics so i will be spending up to 5 hours per model if i feel like it

then it will be getting on its way, also i just did some more 3D modelling tutorials so that helps to learn some new tricks hehe

Silvester
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Posted: 24th Feb 2007 22:46
Dont mind that,i use Treemagik for all placeholder tree's i want.

Kieran
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Posted: 24th Feb 2007 23:00 Edited at: 27th Feb 2007 23:51
lol thanks currently i am working on a new terrain, will post a video or screenshot when its done.

EDIT: I just added the videos and other info to the top post to make it easier to find things. enjoy

Kieran
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Posted: 26th Feb 2007 08:08 Edited at: 27th Feb 2007 23:51
at this point in time we are working on raising FPS as much as possible

we have had a few tips from certain people, I won't mention any names in case they don't want me too.

Also i have made a few more trees
now its time for a and then back to work.

Ok i will update the first post with Video 3 soon.

EDIT: Video 3 is in the first post, its a beach preview

Vampiric
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Posted: 26th Feb 2007 16:39 Edited at: 26th Feb 2007 16:40
Placeholder trees I use treemagik2 for the proper ones
Very nice rpg though, animations would make a huge difference and maybe a second texture on the landscape

Computer says n00bed
Kieran
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Posted: 26th Feb 2007 18:11 Edited at: 27th Feb 2007 23:52
yeah if treemagik2 wasn't like 60 NZD then i would consider getting it... oh well

Aaron Miller
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Posted: 26th Feb 2007 22:05
Thank you vampric.

Keep in mind this isnt an RPG though, just an engine. All modifications the end user wants to make will be able to be done.


In addition, I am working on some scripting for the RPG Engine. The parser is going along nicely.


Cheers,

-db

PS: I have some ideas, and extra optimisations, which will be kept hidden now, until Kieran gives the ok for release.


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Alfa x
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Posted: 26th Feb 2007 22:14
what is NZD?
Aaron Miller
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Posted: 26th Feb 2007 22:23
New Zealand Dollar.

Thats the New Zealand currency, where as USD is American currency.


Cheers,

-db


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Alfa x
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Posted: 26th Feb 2007 23:45 Edited at: 27th Feb 2007 16:47
Thanks DB User. I think some animations can make the engine look better. Remeber also:
the better the graphics and an easy manipulation can make the engine more inviting.
Aaron Miller
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Posted: 26th Feb 2007 23:59 Edited at: 27th Feb 2007 00:37
Thank you.

This is why I am implementing scripting. Im not going to release too much about how the scripting will work yet though.


Cheers,

-db

[EDIT]
Please take notice, certain parts of the scripting will be in the form of a DarkBASIC Professional plugin... This means that you can not code the scripting in DBP and get the exact same effects, at the same performance. Sorry. This is to improve the engine as much as possible.

Cheers,

-db
[/EDIT]

[/EDIT]


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Kieran
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Posted: 27th Feb 2007 05:18 Edited at: 27th Feb 2007 23:52
thanks for the tip Alfa x
we will be using animated models like DB user 2006+ said earlier
but we will actually say in one of the posts when it is the final graphics.

also I just got inspired by a post about modelling, i think i know how to make my models a bit better now. maybe anyways...

well back to work

Kieran
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Posted: 27th Feb 2007 23:43 Edited at: 28th Feb 2007 02:21
Minor Update

strafing added now the player can strafe, it is fully functional. if it doesn't suit it may be removed, i will discuss it with DB user 2006+

maybe a video will be posted showing the strafing. however i do not know currently

EDIT: i got the all clear it is uploaded now, so is a preview of the water from a higher point of view. See first post or click in my sig

Alfa x
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Posted: 1st Mar 2007 17:03 Edited at: 1st Mar 2007 17:38
Good work.
How about leaving and option to turn strafing on and off.
There can be games that can have it, and others that not.
Make it flexible so people can customize it, with their needs.+

Posdata: the fourth video is not available.
Vampiric
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Posted: 1st Mar 2007 17:47
I love strafing, especially when monsters are spinning around trying to hit me

Computer says n00bed
Silvester
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Posted: 1st Mar 2007 18:36
Looks good,you inspired me creating my own engine over again With better collision and movement though...

well anyway,looking forward to see more

Aaron Miller
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Posted: 2nd Mar 2007 02:08 Edited at: 2nd Mar 2007 09:23
Thank you all.

Kieran, and I have started working on the editor, and I must say, it looks GREAT so far.

The editor currently supports terrain modification, and will soon support object placement.


One task I hope and plan to get done is the ability to load in say, a T. Ed terrain into the editor, and be able to modify the vertices, etc, as you would normally.

Im not going to release too much information currently, however, it will be much better than my DarkGE/EasyEdit editors, and quicker too.


I think that a demo of the editor will be available within a week. Of course, some of the saving features (If implemented) will be disabled because this editor is a part of the Inferno Engine.

Cheers,

-db

PS: Thank you all for the feedback. The graphics are still being updated, so no new screenshots for release yet.

PPS: There is no official information within this post, and so, nothing is guaranteed (In terms of releases, and new progress), but what is likely.

[edit]
Enjoy a screenie of the editor so far... Not much, Kieran and I started it about a day or 2 ago.
[/edit]


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Kieran
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Posted: 2nd Mar 2007 05:02
hey all me again

im thinking of making some nice scenery for the engine now, it may take a few days to get that done. also, the editor does look nice, not sure how it will turn out. also the culling system DB user 2006+ made was running 2601 objects that were very close together at 50FPS+

im looking foward to releasing more screenies and videos

@alfa x
thats an awesome tip there alfa x, we are going to make turn trafing on/off and customise your buttons etc.

@prince of darkness
hehe some competiton awesome to hear this is inspiring you

@vampiric
me too thanks for the positive feedback

Aaron Miller
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Posted: 2nd Mar 2007 09:24
And the second pic being uploaded...


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Aaron Miller
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Posted: 2nd Mar 2007 09:25 Edited at: 3rd Mar 2007 12:59
Hello all, take a few moments to enjoy some more screenshots from the engine.

Inferno Engine - Editor Picture 1 - A shot of the side of a cliff in the editor
Inferno Engine - Editor Picture 2 - A higher view in the editor
Inferno Engine - Editor Picture 3 - A look at a path in the terrain
Inferno Engine - Editor Picture 4 - The brushes system, terrain completion average time: 30 seconds.

Cheers,

-db


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Silvester
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Posted: 2nd Mar 2007 12:38
Quote: "hehe some competiton"


dont consider it that way.I needed to make an engine to let my games run on anyway so i decided to make one now (Besides i am no master coder...so it wont be great)

As for the editor,it looks quite,basic at the moment but i guess it works for now and will be improved later.

Aaron Miller
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Posted: 3rd Mar 2007 01:21 Edited at: 17th Mar 2007 09:43
Yes of course. I havent implemented the object control system yet so, once thats implemented it should look much better.

I have tried implementing "Brushes" (For smooth hills, pointy hills, and cliffs). I have also made a BMP 2 BRUSH converter to convert 16x16 .BMP images into .brush files. The .brush files are automatically loaded from a "brushes" directory. I can see that there is obviously a problem with the brushes, it seems to skip every other vertice in the matrix. ** Its also rather slow, im gonna see if I cant improve the speed **


Cheers,

-db

[edit]
Uploading my new avatar.
[/edit]


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Aaron Miller
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Posted: 3rd Mar 2007 12:58
UPDATE

Hello all. I have made an update to the Inferno Engine's editor, it now supports brushes, and the brush system has been improved from low-speed, to "very^3 high speed" In other words, it works without lagging the editor, and feels like updates are being done in real time.

Attatched is a screenie of the editor, and its brushes. Though, that doesnt necessarily show a good picture of the brushes, it still gets the point across.

Time to complete that side of the terrain, 1 minute at most, 10 seconds at least.


Cheers,

-db


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Alfa x
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Posted: 3rd Mar 2007 16:58
SOrry, I don`t see the brushes, are they the red triangles?
Aaron Miller
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Posted: 3rd Mar 2007 20:03
You just select a triangle, then the brush will be taken into effect, and cause the terrain to raise, based on how the brush causes it too.

The largest size is 16x16, and the default, I will soon make brushes resizeable to allow more customization.



Cheers,

-db


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Kieran
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Posted: 4th Mar 2007 04:59 Edited at: 4th Mar 2007 05:01
@alfa x
no thats not the brushes, and no you can't see them.
he is just showing you what the terrain looks like that was MADE with the brushes

hope that explains

@prince of darkness
hehe sorry you thought i took it that way. i was joking, was hoping you would notice by the "" anyways good luck on your engine, would love to see your WIP thread in future

Kieran
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Posted: 4th Mar 2007 07:57 Edited at: 4th Mar 2007 07:58
sorry for double post but i HAVE to post this

DB user 2006+ has been working on a culling system for the inferno engine. he implemented it into the engine and my FPS went from 60 FPS to 267! it actually hit 302 at one point anyways heres a screenshot also the knight is implemented now



Alfa x
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Posted: 4th Mar 2007 14:07
That's great!!.
The knight is looking cool too.
He implmented the plug-in in darkbasic code or he made a plug in?
Silvester
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Posted: 4th Mar 2007 14:44
Nice,its getting better

Alfa X,thats a DarkmatterI Knight model,defaultly redistribed with Dark Basic Pro at the moment as far as i know.

Aaron Miller
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Posted: 4th Mar 2007 23:03
Notice the 264 FPS as well.

Im not sure what you mean by plugin though, sorry.


Anyways,

Cheers,

-db


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Kieran
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Posted: 5th Mar 2007 05:08
thanks for the feedback will be much better once we improve the models. hehe, the knight has a little animation problem sadly but thats ok. we may be getting treemagik and plantlife to use on the engine, as well as T.Ed

Alfa x
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Posted: 5th Mar 2007 12:06
Ho oops...
I have problems to express my thoughts correctly.
I refer to the culling system, thanks. (4th Mar )
Aaron Miller
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Posted: 6th Mar 2007 01:23
Ah, yes. I implemented the culling system.

indi taught us how to do that. I turned it into a way I figured to be much more efficient (I think its more efficient quality, and performance wise).



Cheers,

-db


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Kieran
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Posted: 6th Mar 2007 05:28
yup indi rocks anyways im working on another part of the editor, so you can import objects, scale them, rotate them, position them etc. this is done through an application not programmatically

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