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Work in Progress / MiREVU Engine (Half-Life 2 style game/physics engine)

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Essence
22
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Joined: 12th Oct 2002
Location: The Netherlands
Posted: 30th Mar 2007 00:23 Edited at: 30th Mar 2007 05:55

MiReVU Engine
-------------


I wasn't going to make a release until I finished the
complete project, but oh well..

Here's a small preview of whats coming.
This demo version includes a showcase map (The Playground)
with some interactive objects.

MiREVU Features
- High-end Rendered worldspace.
- High quality lightmaps
- Realistic physics
- Easy-to-implent: Models, sounds, shaders, maps, music.
- All models can be asigned to the physics engine.
- Physics-asigned objects can be interacted with. (If they dont weigh too much)
- Sound system connected through the physics engine
^>>(ex. falling rock sound when a rock falls on the floor or bounces off walls)
- Plug & play shader support. (through INI files)

Playground DEMO Features
- All of the above!
- A Basketball mod (fill the room with basketballs)

Troubleshooting & Usage of configuration

In your main folder where the MiREVU Engine is located,
there's a file called: MiRevu.ini. Open this file
in Notepad.

You'll see some configuration settings there which you can edit.


RESOLUTION:
Width: The WIDTH of your screen in pixels (eg. 800 or 1024 or 1280)
Height: The HEIGHT of your screen in pixels (eg. 600 or 768 or 1024)
Depth: The color depth. (16 or 32)-bit.

Lightning & Detail
dynamiclight If you're having problems with the map
(flickering screen), try to set this option off ('0'). This will
disable the lightmapping. It can also help to slightly improve the
framerate.

bloomrendering: This will enable / disable the bloom/glow
effect. Turn this setting off if you're having drastic framerate
issues.


Other

showinfo: This setting enables / disables the welcome
screen which you'll get when you enter the playground demo. If you
run this game a LOT, it might get annoying, so I made a 'turn-off'
option.

basketball_mod: As mentioned in the feature list; This
command will fill your screen with basketballs. You'll be able to
ick these up, throw them, drop them or even kick them away.


-----------------------------------------------------
Control help

- W/S/A/D : Move around
- Mouse : look around
- Shift: Run / walk
- Space: Jump
- Control: Crouch
- E (usekey): Pick something up / interact with object
- mouseclick: -while picked something up- click to throw away
------------------------------------------------------

Screenshot (I know, its big....) :

Note** : These system requirements are RECOMMENDED. It doesnt mean you HAVE to have that or higher to run this.

Dont go post bugs or something that are caused by a slow graphics
card. I'm aware of this not running smoothly on some older gfx
cards.

I'm using a Geforce 7600gs 256MB.. Running OPTIMAL (60fps)
constant

Donwload:http://www.adauchi.net/hi/MiRevu_playground.rar (11.76MB)


If you have any suggestions, or other related questions about
this, dont hesitate to post =p


Update :: Feature (WIP) list:
= Done
= Currently developing
= Planned

-------------

Physics module (gravity, friction, damping etc..)
User controls (basic movement / object interaction)
Playground-alpha level
Lightmapping support
Shader library
"Object & Effect" Plug&Play System
Effective loading screen (half-life 2 style)
Object interaction: kicking, grabbing, dropping and throwing (also half-life 2 style)
Post-Production rendering (bloom, reflect, refract)


Physics sounds, breakable objects (like glass, crates etc.)
HDRI Support (for reflection mapping on EVERYTHING that can reflect)
User HUD
/ console system(not visual) but client-server style. (for effective multiplayer gaming)
One big huge playground world for the Final-Beta version.


Camera portals (teleporters - quake 3 arena style)
Gravity gun ( -cough- Zero-Point Energy manipulator XD ) from Half-Life 2
Soft-Particles ideastreamed from DirectX)
Lightmap-on-Object projecting (might be hard) =o


My goal of this is to make a plug&play gaming engine to make
realistic First-Person games, like FPS(First-Person-Soccer)
or a FPT(Tennis) or... well whatever you can think of.

I might just use this to create one game since I need to
do this to get into game academy next year..So Maybe I'll make
it usefull to use with other games later...

NOTE::
If you're having the flickering issue and you really want to
play with the lightning effect on, try the following:

Goto the folder ".\data\model_lib" and open the file "map_playground.ini".
Change this line: "effect = offset_high" to
this "effect = none"

This will disable the shader effects (Disotion map) on the level object.

Like I said, some videocards dont support this. Some do (mine does).




Enjoy the fun.

-Es.

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Escaped Ape
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Joined: 25th Jul 2006
Location: Germany
Posted: 30th Mar 2007 01:01
I can't start the program (windows error message).
My graphics card is ati mobility x700.

Essence
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Location: The Netherlands
Posted: 30th Mar 2007 01:08 Edited at: 30th Mar 2007 01:10
I think your graphics card isn't supported.
Try to lower the settings in the INI file as descibed in the 1st post.

#edit: You might also considder upgrading your DirectX version (if that's the issue).

What error message are you getting?

Current project: MiRevu Visual Gaming Engine
status: || Visuals: 60% || Physics: 100% || Gameplay: 40% || Audio: 15% || AI: 0% ||
Zotoaster
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Location: Scotland
Posted: 30th Mar 2007 01:12
Looks good. What did you use for the physics?

Escaped Ape
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Posted: 30th Mar 2007 01:19 Edited at: 30th Mar 2007 01:22
I allready tried to change settings, but it doesn't work.
The message i get is in german, but heres how it looks like:

@Zotoaster:
He used the newton-wrapper for dbpro

Essence
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Posted: 30th Mar 2007 01:22 Edited at: 30th Mar 2007 02:37
Most of the physics are calculated by Walaber's Newton physics wrapper.
I did my own coding to make it easy to plug&play the objects into the physics module.

Models are loaded through INI files.
Here's the source of the basketball.ini file:


As you can see, there is physics information included here.
Assuming that you were using a box, the 'phystype' would be 'box'.

If you use your own model (external .x file) you might change
the 'internal_sphere' to 'external_x' and add a line
'file = yourmodel.x'

The physics module needs to know what type of model it is and how
it should read it, so add 'convexhull' at the 'phystype' part.

The 'physmass' indicates the weight of the object.
If an object has a weight of '2.5', it will move around easier
than an object with the weight of '15.0'.
Also, heavier objects are harder to throw around.
Eventually, when an object reaches a weight of 35+, you wont be
able to carry it. You still can move it around, but you cant
lift it up.

As what I'm planning to do, is to let the player 'train' his
strength by continously lifting up heavy objects so you'll be able
to eventually lift heavier objects.



So...thats about it for now =)

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Essence
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Location: The Netherlands
Posted: 30th Mar 2007 01:24
@Escaped Ape:

I think its your videocard thats causing it.
Also be sure that you're running on the correct OS, right DirectX version and up-to-date gfxcard drivers.

Current project: MiRevu Visual Gaming Engine
status: || Visuals: 60% || Physics: 100% || Gameplay: 40% || Audio: 15% || AI: 0% ||
Sayonari Omega Black
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Location: On my desk.
Posted: 30th Mar 2007 01:47
Sounds good but I have some questions:

Did you create the render engine from zero or uses the DBPro render Engine?

If Yes:
What render techniques uses for the 3d Models and Shadows?
Does it support occlusion culling, back face culling, frustum culling, PVS, etc.?
Does it support 2d and 3d particles?
Does it support Static and dynamic shadows?
Does it support Geometric LOD?
Did you programmed the physics engine or uses a commercial engine?
Does it support gravity, damping, elasticity, friction and rag doll?
Does it support Static and dynamic 3D sound?
What about volumetric FOG, Fog areas, Camera portals, network engine, etc., etc.?

Please give us more information.

Working on.
Essence
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Posted: 30th Mar 2007 01:57 Edited at: 30th Mar 2007 02:23
Alright, but REMEMBER this still IS a WIP!
Thats why I didnt want to release anything, because of this.

But fine, I'll answer some stuff.
Dont ask about it any further about future features.

My motivation keeps good if I know that some stuff is going to be a suprise to people.

About the render engine: Its all DBpro.
Creating your own render engine through DBP is bullcrap.
You might as well just create your own 3D engine in C++ / C# while you're at it.


Quote: "What render techniques uses for the 3d Models and Shadows?"

All objects in the scene are supported by bloom shaders, reflection, refraction, bump mapping, paralax mapping, everything you can imagine.

Quote: "Does it support occlusion culling, back face culling, frustum culling, PVS, etc.?"

Partly, yes.

Quote: "Does it support 2d and 3d particles?"

It will do 3D particles.

Quote: "Does it support Static and dynamic shadows?"

Depends of shader techniques. I'm trying to do this.

Quote: "Does it support Geometric LOD?"

Depends of external objects.
But as for now, Yes it does.

Quote: "Did you programmed the physics engine or uses a commercial engine?"

See my my other post about physics. (a bit above this)



Quote: "Does it support gravity, damping, elasticity, friction and rag doll?"

Yes it does.

Quote: "Does it support Static and dynamic 3D sound?"

Yes.


Quote: "What about volumetric FOG, Fog areas, Camera portals, network engine, etc., etc.?"

Volumetric fog: No, simply because most computers can't handle this. Hard to code and ehm..just too much resource eating.
This is going to be a GAME, not a show-reel for techniques.

Camera portals, certanly.. It does.
Network engine, you mean... As in multiplayer?
Not planning to do this, but I most likely will.



Hmm..Those questions gave me some nice ideas to do...
I didn't PLAN anything while making this, so suggestions are always welcome as long as they are reasonable!


If you'd like to participate in this project, feel free to contact me on msn.

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
AaronG
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Location: Millstone, NJ
Posted: 30th Mar 2007 02:11
forgive me for being a jerk
but is this an engine for DB?

Essence
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Posted: 30th Mar 2007 03:38
update Implented frustrum culling module since it seems to be pretty popular lately =p

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
QuothTheRaven
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Posted: 30th Mar 2007 04:30 Edited at: 30th Mar 2007 04:36
I think you need to work on a zbuffer issue, as when I play it the lightmap object has artifacts over the level object. This is generally caused by setting your camera range at too great of a ratio. Here's what it looks like to me, except the walls keep flashing when you move: http://delvarworld.com/stuff/errors.jpg

edit: And this also seems to have the typical newton problem that comes with the frame rate being off, and that's when you jump you jump variable heights into the air each time. You never jump to the same height here.

Also, I'm sure you know this but it's very easy to pick up an object and walk up to a wall and just toss it right through it since the object loses collision when you carry it. Maybe add a joint to the character and joint the object to it so that it will still carry, but still have collision too? I'm developing a newton FPS and haven't gotten to the carrying stage yet.

I also was not able to crouch. Pressing control didn't do anything.

And finally, I'm sure you're going to run into the issue of the fact that if the character stands on any incline at all, he is going to slide down it very slowly. I've heard lots of solutions to this problem but none of them actually work in practice. I've invented an odd method in my game that works pretty well, but I'd love to hear what you plan to do with it.

Essence
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Posted: 30th Mar 2007 05:52
@QuothTheRaven:

All your problems already have been fixed.
I'm well aware of all bugs that were there.

The camera z-buffer issue can be fixed on your side.
Goto the ".\data\model_lib\" folder and open map_playground.ini

change this line: "effect = offset_high"
to this "effect = none"

That should do the trick.

About the rest... already been fixed =)

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
draknir_
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Posted: 30th Mar 2007 21:11
nice work, but some nasty bugs.. It crashes my computer whenever i run it with bloom enabled (i have amd athlon x2 4200, gf7900GTX 512mb, and 2gb ram, bloom works in all other games) also objects can be dropped through solid walls/floors when you pick them up. Id like to see more of this, specifically implementation in a game
Essence
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Posted: 30th Mar 2007 22:18
Quote: "It crashes my computer whenever i run it with bloom enabled "


It shouldn't do that =o
You're the first one with this problem I think =x

Anyway, This version that I posted is kinda out of date.
I already fixed all bugs, but not releasing anything here untill I got it ready for official BETA release.

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Roxas
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Posted: 31st Mar 2007 00:31
aww its too slow on my piece of crap comp (But half-life 2 is fast)



Essence
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Posted: 31st Mar 2007 03:49
lol.. probably because the coding is crap in the downloadable version.

I'm doing some massive improving, more features, etc. right now.

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Essence
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Posted: 4th Apr 2007 14:22
Ok well, I kinda started over from scratch, no bugs so far.
I'm trying to find a way to implent BSP levels, but as for now, those actually ARE kinda buggy. No lightmap support so far.

Implented console system, which works great!

Screenie:


I'll upload a new demo when its in almost in final state.

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Guido
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Posted: 4th Apr 2007 14:47
Ooh, I've seen the beginning of that console, looks way better now. If you need help call me. (OK, I'm still a rookie but two people looking at a code is allways better than one. ^_^)

Essence
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Posted: 5th Apr 2007 00:00
...And then steal huh? XDDD

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
QuothTheRaven
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Posted: 5th Apr 2007 00:28
I know that BSP support is being dropped for the DX10 version of DBP, and they're really awful and buggy to work with. I'd stick with .X

Essence
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Posted: 5th Apr 2007 02:32
Well...as a matter of fact, the map in that screenshot is not loaded using the 'load bsp' command

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Kieran
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Posted: 5th Apr 2007 08:13
this is looking really awesome Essence! keep it up i would offer ways to improve it but currently i can't think of any

Essence
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Posted: 5th Apr 2007 13:09 Edited at: 5th Apr 2007 13:15
New and improved console.
Inspired by Half-Life 2





everything can be changed in this console if the
parameter of 'devmode' is set to '1' in the config.cfg
file.

supported commands so far:
- quit / exit
- ver
- name
- r_bloom
- r_bloomw
- r_bloomb
- cg_drawfps
- cg_drawtimer
- g_speed
- g_gravity
- s_musicvolume
- s_music
- echo
- exec (execute extern file which contains console commands.. like autoexec.cfg as shown in the console screenshot)

#edit: it seems that my webserver is down at the moment.
It should be back up any time.

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Essence
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Posted: 5th Apr 2007 17:07
Ehm..righht..webserver still not up...so I uploaded to another:

This is how we all know the game:


This is the new console:


Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Essence
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Posted: 15th Jun 2007 13:03 Edited at: 15th Jun 2007 13:04
- dead -

Currently working on...... *secret*

But yea...Posting your work in the WIP forums seriously decreases motivation to keep working on the project.
So, .... Project closed due to serious lack of motivation =o

Current project: MiRevu Visual Gaming Engine
thread: http://forum.thegamecreators.com/?m=forum_view&t=103073&b=8
Cash Curtis II
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Posted: 15th Jun 2007 14:18
Quote: "But yea...Posting your work in the WIP forums seriously decreases motivation to keep working on the project."

I don't think so. I'd think that if anyting it would add another reason to keep working on a project.


Come see the WIP!
tha_rami
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Posted: 15th Jun 2007 17:10
If it's dead, I like the looks of this and I'd love to ask you to check out the SeaDome thread here in the WIP's, we're still looking for programmers.

Really like the looks of this - and I agree, lack of replies in WIP's can definitely destroy your motivation.

Airslide
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Posted: 17th Jun 2007 07:21 Edited at: 21st Jun 2007 20:17
Can I have the console code? lol, joking...but I love it


Vote today and play the games!
alucart13
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Posted: 18th Jun 2007 23:54
WOW! Great amazing great job!!

da power pwnerer
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Posted: 6th Jul 2007 01:14
the download at the top wont work

z i l c h vortex
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Posted: 22nd Jul 2007 17:55
Guys can someone contact essence to redo he link at he top i really wan to play

life is short but so am i

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