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Work in Progress / the Nexus FPS engine

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SunDawg
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Location: Massachusetts
Posted: 2nd Dec 2007 21:58 Edited at: 2nd Dec 2007 21:59
You seem to have packed a lot into an engine with high FPS for something made in DBPro. Even on my laptop, which has a horrible Intel 945GM chipset for graphics, (you can read the horror stories all over the internet) it's smooth, clean, and fast. I'd like to see where you take this, and it'd be great to see a usable demo of the editor. I especially like the physics, and what struck me in the playable demos most was the smooth crouching and crawlspace detection, very nice.
thebulk71
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Posted: 2nd Dec 2007 23:52
Wow thanks for the nice feedback. Indeed, i figured if I develop this on a low spec machine and manage to keep a decent FPS then it should run nicely if not better on most systems. Glad to see that it worked out so far.

The editor will be released as freeware soon when I get a dedicated site up and running, and although it has been designed around my engine, it is still capable of building DBO levels with lightmapping and such... so I am hoping it might be of use to some of this community.

Currently I am developing a new culling system that should really give a kick to the framerate, and the AI is underway (although alot of its theory is still on paper and undergoing some testing).

I am hoping to finish this engine within the next few months and release a free game demo as a "tech demo"...
Mr Kohlenstoff
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Location: Germany
Posted: 3rd Dec 2007 16:53
Quote: "The editor will be released as freeware soon"


Cool! So, did I get it right, that it's ~similar to the FPSC and we'll be able to build First Person Shooters with it like in the videos? And is it possible to use terrains (e.g. from heightmaps) as ground, or just tiles? However.. very impressive.

thebulk71
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Posted: 3rd Dec 2007 18:06
In a nutshell yes it is similar to FPSC, although I have put alot of attention into more current standard mechanics. At the moment the level editor can import terrains, though this feature has not yet been fully explored, I am planning on terrain features though.

The level editor is pretty efficient in a sence, although I think that I will re-write it at a latter period when this current version gets released.
muggins majik
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Posted: 4th Dec 2007 00:53
This looks superb and could easily be better than FPSC.
Inspire
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Location: Rochester, NY
Posted: 4th Dec 2007 01:01
Quote: "This looks superb and could easily be better than FPSC."


Despite how limited FPSC is, I doubt it, no offense to thebulk71.

thebulk71
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Posted: 4th Dec 2007 03:05
Like Inspire said, I doubt it will be as technically moddable as FPSC, since I have had the oppurtunity to look closely at its source and even how compiled games function with FPSC.

Though when designing this engine, I didn't really want to spend so much effort into making the engine "extendable" like FPSC, and to compensate I have integrated shaders by default, such as Dynamic lighting and such. I feel that my engine differs alot with FPSC in many ways, such as the character displacement, something FPSC never quite got smooth enough to my taste. I have integrated a simple, yet powerful scripting engine, and it is this script system that really gives that power to the engine. With the scripts you will be able to make a game with no level limits, run cut scenes and such, change all aspects of a 3D scene such as fog, light ect... Modify the attitudes of AI on the fly through scripted events, even tweak core functionality such as running speed, jump force etc...

The idea is to have an FPS game "skeleton" that can be tweaked enough to make each game feel different, and that integrates by default as many features I can find that seem standard in current first person shooters.

Thanks for your feedback and interest nonetheless
Mr Kohlenstoff
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Posted: 4th Dec 2007 16:28
Quote: "The idea is to have an FPS game "skeleton" that can be tweaked enough to make each game feel different"



That's exactly what makes FPSC worse than it could be imo. 90% of the games are more or less the same.. If your engine will hand more freedom to the user, that would be a step into the right direction, and the program would have good chances to become very handy, and as far as I am able to say that it seems as if it'll be possible to create very professional games with it. One more question... do you think you will update it for DBP X10?

thebulk71
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Posted: 4th Dec 2007 17:21 Edited at: 4th Dec 2007 17:22
Quote: "do you think you will update it for DBP X10?"


When DBP X10 is finally released then I think i will, since the real downfall in this engine is the graphics. Not that they aren't good, but they simply cannot compete with todays standards.

With X10 I'd finally have soft shadows and such, but there is lots of time between then and now, so lets concentrate on the first DX9 version
Seppuku Arts
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Posted: 4th Dec 2007 19:08
Just as a note, you will have good graphical capabilities, EVOLVED has done a totally awesome job of creating new shaders (and don't forget Dark Shader)

EVOLVED even has a soft shadow shader:

http://groundzerodevelopment.co.uk/Module2.html

Though DBP X10 will probably make shading faster and easier to use, but in the meantime if you want to get the best out of Direct X 9 I suggest using some of those.


Nice looking engine by the way.

I love Nancy DrewG, but not insert brain here
thebulk71
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Posted: 4th Dec 2007 21:07
yes I know about evolved's work. I am using his dynamic lights shader, and normal mapping shader (ricochets), though his soft shadow shader is still extremely greedy since it uses the default vertex shading from DBP, and the DBP vertex shader just doesn't do it for me.

Instead I have developped a system that combines dynamic cubic lights, raycasting (to light entities based on the environment lights) and lightmaps. It works well in all geometric situations.
Nikogiant
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Posted: 15th Dec 2007 13:02
this is cool... i suggest you make a lite freeversion
and a paid full version

http://freewebs.com/deluxework -- The not so great game creator
wind27382
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Posted: 27th Dec 2007 18:33
wow i really like the editor that you built. not to mention all of the videos that i have seen on ube

wind
conmon
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Posted: 29th Dec 2007 09:57
@thebulk71:
I still need 2 download the physX thingy-mo-bob. But I'm guessing that the weapons are known as hand#.x, right?

Anyways, you noted that the downfall was the graphics. I have found Airslide's XM8 on my hard drive, being a .x file. Unfortunately, I don't know if I'm allowed to post up someone else's work.

Here's da thread. BTW, it has no hands I think.
http://forum.thegamecreators.com/?m=forum_view&t=77412&b=3

Good Games = Halo, Doom, Marathon, F.E.A.R., Blood, and Half Life 2!
thebulk71
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Posted: 30th Dec 2007 19:47 Edited at: 30th Dec 2007 19:53
@Nikogiant
I will be releasing a free liteversion of this engine, in a sence it will be the same engine, with a watermark and a few blocked features.

@conmon
The gun models are indeed named as hand#.x, though you can really put whatever you want instead. The models you referenced could well work in the engine... but as you said posting the results might go against some kind of rules somewhere... nothing is stopping you from experimenting though.

I am actually currently rewriting most of the engines core, in order to easier integrate major changes for perfomance increase and memory management. More importantly,I am working on a new editor (with high poly terrains, textured using the same system as 3D world studio).

For those interested, my old level editor will be released here for free in a few days, as soon as I have rounded off some sharp corners and made a tutorial on its functionality. so keep lookin' here if you are interested
wind27382
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Posted: 9th Jan 2008 15:47
hey thebulk71 if you need anything modeled let me know and I can model a detailed version of it for you. I'm working on my own project but I think that this is worth stopping to help you

wind
Nikogiant
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Posted: 12th Jan 2008 14:45
I am looking forward to see the free version... what types of bloced features R U thinking of?

http://freewebs.com/deluxework -- The not so great game creator
thebulk71
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Posted: 22nd Jan 2008 03:54 Edited at: 22nd Jan 2008 03:57
Latest update is a preview of the new editor (temporary GUI) and its terrain tool in action on a high poly terrain:



When zoomed in the terrain tools run at a decent FPS considering the specs of the machine used. This is all accomplished using native DBP vertex commands, and will feature terrain paint tools using splashed vertex alpha'd decals (much like in 3D WORLD STUDIO, this code exists and is working, but isn't yet implemented in this version of the editor)
Dr Parsnips
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Posted: 22nd Jan 2008 04:47
Wow that looks great! Keep it up! i like the sound of terrain paint tools!

HMMMMMMM
Roxas
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Location: http://forum.thegamecreators.com
Posted: 22nd Jan 2008 07:08
Optimize! Optimize! Your laptop pwnz my computer lol..

Anyways i really liked the vending machine video on youtube!


Click For Details!
conmon
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Posted: 4th Apr 2008 08:20 Edited at: 19th Apr 2008 08:41
I have some ideas... *cue drum roll please*

1.)A Weapon Maker or importer, almost like Codemaster's, except it could take .3ds files and convert them to .x files...

2.)In one of your earlier videos, you walked up to a door, and it crumbled down and dust came out. Maybe in the level editor you could have a scripted sequence library, a start point for where you have to be (or step on) and where event takes place [i.e. a wall explodes 50 feet away, or the ground gives away underneath you, or an "ally" is running across a bridge but gets shot and falls off or something related...]
If they had these, the engine could very well be better than FPSC...

3. BADGUYS! Something to fight instead of having to resort to shooting the ground. Maybe an entity/enemy importer would be cool, with walk,run,shoot,jump,die,crouch,and maybe a patrol sequence...

PS:
Can you release it for free? I'm so tight on money it's not even funny. I just purchased 5 things - Model Pack 3, 6, 12, Abandoned City, and the Horror Accessory.

Any updates? I have the most recent post by 3 months!

Good Games = Halo, Doom, Marathon, F.E.A.R., Blood, and Half Life 2!
conmon
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Posted: 7th Jul 2008 01:08
BUMP! Whats going on? is this engine gone for good?

Good Games = Halo, Doom, Marathon, F.E.A.R., Blood, and Half Life 2!
castek
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Posted: 16th Sep 2008 02:07 Edited at: 16th Sep 2008 02:08
so is this project dead?! or did i just miss something because this looks amazing but if it stopped then that would suck. please don't stop

"The Beginning is the end."
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Accoun
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Posted: 16th Sep 2008 20:22
Geez, next time don't bump old threads...

Make games, not war.

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