Quote: "Tech whats going on with the computer ?"
I've removed all cards except my wireless NIC. Audio/Video sucks, but, it hasn't crashed yet. I'm able to compile and run VC++/DGDK/S3GE.
Quote: "Well, I've been kinda watching how this project has been going, but when I went to boot camp I was afraid of coming back to something and not knowing where it was going and in a sense that's the case now."
Good to see ya back Faker1089. The engine is steadily growing. There is a lot going on. I often jump from one section to another, getting myself confused - lol. As Matty has stated, we're gearing up the Super 3D Game Engine (S3GE) for supporting a
intermediate Demo Game: METALOIDZ(working title).
METALOIDZ is a FPS w/ RPG & RTS elements, inspired by
Battlezone (1998 Activision) which features Humans/Humanoids in special purpose Cyber-Armor inspired by Japanese Anime.
METALOIDZ pits 3 or more Teams against each other in race to dominate a Cyber Battlezones by building bases and conquering the opposing team's bases. To achieve this, the Teams scavenge/mine for a material called "META" in which you craft more powerful cyber-armors: shields, weapons, and utilities.
The premise and design idea for METALOIDZ mimics that of Battlezone with an additional factor for customizing. The RTS elements is in crafting cyber-armors for scavenging, guarding, blocking, generating, storage, etc. The RPG Elements are in leveling up to produce better cyber-armors: shields, weapons, and utilities. Any way that's whats in my head, and we'll just have to see what we end up with when all of our ideas are combined.
We have isolated DGDK role to a DX9 GFX wrapper. There are doubts that DGDK will be fast enough to handle the demand: dynamic shadows, huge landscapes, networking, collision and game logic of a MMO. This Demo Game will be a testing platform to push DarkGDK to its limits and flush out the systems we develop. It determine DarkGDK's role in project.
*** THE HAVES ***
So here's what the current state of affairs are in the development of the Super 3D Game Engine.
3D Physics
Fulcrum Physics powered by Nvidia Physx dev'd by Matty H. Although, Matty will have to provide the details on what features are available, Fulcrum will power all 3D physics and collision-based interactivity in S3GE. Looking forward to Matty's update.
User Interface
Multi-Application User Interface (MAUI) dev'd by yours truly. MAUI integrates several libraries: Fulcrum Physics (Physx), Box2D Physics, DarkLUA (LUA), XML Importer (irrXML), and HTTP File Transfer (DarkNet). Effectively the `Core` of the Engine, MAUI consolidates all User Interface in S3GE. MAUI has scripted Themes, Schemes, Transitions, and Behaviors for Buttons. I'm adding Behaviors for Textfields this week.
With Buttons and Textfields, we can start developing R & D Tools within S3GE as we buildup the Demo Game. These tools will most likely become full S3GEd Applications. I will add Sliders, List Boxes, and Progress Meter behaviors as along the way, but, these Button & Textfields will be enough to get Apps started.
About networking. I discovered issues with DarkNet with working out the HTTP Transfer. Mike Pryor made an update that fixed the issue.
3D Environment
Automatic Environment Mapping (AEM) dev'd by Haliop. AEM is a procedural Environment Creation System. Content Creation and User Created Content is factored into S3GE's design, AEM is step in that direction.
*** THE HAVE NOTS ***
There are several core subsystems that are missing from S3GE that are required to produce an above average First Person Shooter. Some subsystem can be built on top of other libraries and may require R & D.
Artificial Intelligence
Pathfinding (Navigation Mesh, A*): Recast Nav Mesh Library to be implemented by Marlou. Unfortunately, the state of the lib implementation is unknown.
3D Effects
Particle Engine - TBD
Lighting System - TBD
3D Environment
Terrain (Blitz Terrain) - TBD
Other Issues
Several Contributors have had issues with SVN. It has been decided that the project directories will need to be restructured to minimize conflicts and organize the project more effeciently.
Due to these issues, I've posted several
YouTube vids on the GameProgrammerz Channel to show my progress. I'm also finding this media very useful for conveying ideas. In fact, I may start creating more vidz for updating DOSP Project-Trio.