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Work in Progress / CrossFire/Krieger || Framework for DBPro

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The Wilderbeast
19
Years of Service
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Joined: 14th Nov 2005
Location: UK
Posted: 9th Jun 2009 17:54 Edited at: 9th Jun 2009 19:07


CrossFire/Krieger is a game orientated framework in development for DarkBASIC Professional. The main objective of Krieger is to build upon the DBPro engine and add the latest features and rendering techniques such as Parrallax mapping, Terrain, Fresnel shading etc. You may be wondering why bother when all of these can be done in DBPro already, but Krieger takes the core DBPro 3D functions and speeds them up to make the engine more workable.

This engine was originally being developed for Fallen but has since been scrapped in favour for another in-house engine currently in development. So we've decided to release it to the community as a free download - albeit with very limited functionality, but with the potential to be expanded upon. Some key functions such as deletion will need to be added, although this is fairly simple and is outlined in the documentation. Other features may also be broken or missing. The documentation is very simple and just outlines the basic functions and explains the node types etc.






Features:
Advanced mesh/materials system - reduces memory useage
Parrallax Mapping
Expandable Camera Systems
Timer-Based Movement
Animation System (timer based)
Basic documentation
Water Effects
Built-In High Dynamic Range Rendering (HDR)


Manual
http://www.mediafire.com/file/mttyzzmnytm/Manual.pdf

Engine w/examples + media
http://www.mediafire.com/file/kzzm01zvzmd/Krieger.zip

Source Code
http://www.mediafire.com/file/ho0znt0ldmo/SRC_Krieger.zip


Please note that Krieger is not officially supported by Blitzwerks or TGC. If you have any problems (quite likely) or questions then either post in our general discussion thread on DevStorm or reply to this thread and I will do my best to help.

kaedroho
17
Years of Service
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 9th Jun 2009 19:48 Edited at: 9th Jun 2009 20:33
Great work! Im sure that this will help many people in making games!

I did spot one problem with the animation. It goes jerky when the camera frame rate goes higher than the animation frame rate.

Also your set mesh size doesnt work and it only uses 2 dimentions.

I have fixed both of these and a patch is attached.

New specs: Nvidia Geforce 9600GS 768MB, AMD Anthlon x64 X2 4000+ (2.6GHz Dual core), 3GB DDR2 800MHz RAM and a big hard drive.

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Sixty Squares
18
Years of Service
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 9th Jun 2009 23:10 Edited at: 10th Jun 2009 00:31
Looks useful . I did notice a glitch with the collision though, a screenshot is attached. Also, will the collision work with .x/.dbo meshes? I notice you have a BSP world there now.

<-- Spell based team dueling game!

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