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Work in Progress / Insanity Engine (WIP)

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Mobiius
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Posted: 7th Jan 2010 12:35 Edited at: 7th Jan 2010 13:20
Hello, I've started to create an Unreal Engine type game engine and editor. Originally I wanted a waypointing system only, but it kinda grew into a waypointing editor, and then I decided 'why not include everything into the editor'

So here we are, currently it has the following:

Camera Translation/Rotation;
Waypoint placement;
Automatic waypoint tethering based on line of sight;
AI path-finds between waypoints;
AI uses DarkPHYSICS for it's movement and collisions;
Includes dynamic objects which do not block AI's path;
Includes static objects which do block AI's path;
Hand built gadgets (buttons, radio button, check boxes, tab sheets, msgboxes);
The entire interface is skinnable.


Coming next (Short term goals):

Move waypoints after placement;
Connect/remove waypoint tethers to other waypoints;
Add dynamic objects;
Add Static Objcts;
Translate/Rotate/Scale rigid bodies;


Coming next (Long term goals):

WYSIWYG editing environment;
Add 3D sounds;
Position 3D Sounds;
Creation of multiple AI's (NPC's);
Add shaders to rigid bodies;
And more! (When I decide what to add!)

Have a nice HQ Youtube video of it in action! (If anyone knows how to embed the video into the forum that'd be nice)
http://www.youtube.com/watch?v=tE0zT4wOJ4o

Let me know what you think of how it looks and any cool additions to add.

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mike5424
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Posted: 7th Jan 2010 12:48
looking good! good luck with this!

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Mobiius
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Posted: 7th Jan 2010 13:19 Edited at: 12th Jan 2010 08:27
Thanks!

Have a screen shot. (Added to first post)

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mike5424
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Posted: 7th Jan 2010 13:28
100% awesome!

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Cliff Mellangard 3DEGS
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Posted: 7th Jan 2010 16:06
Looks nice
Are trying to get in to ai programming my self
But iam starting at the bottom with plain tile based so far
Mobiius
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Posted: 7th Jan 2010 19:54
I just wanna do something worthy of showing people, people who can help me get a job doing this for a living!

As soon as my engine is finished I can create a game using it and put it in my portfolio.

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Deathead
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Posted: 8th Jan 2010 15:13
Looks amazing Mobiius.



Azunaki
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Posted: 8th Jan 2010 16:26
why do all the green lines go the the flags shadow rather the flag itself.

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NeX the Fairly Fast Ferret
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Posted: 8th Jan 2010 17:12
Quote: "why do all the green lines go the the flags shadow rather the flag itself."


Because they're just sprites and the lines are going to the centre of the sprites?

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Melancholic
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Posted: 8th Jan 2010 17:26
Mobiis, i hope you know that i will be wanting some compensation, i refuse to accept that you can just walk of with some one elses idea!(Joke)

It look's awsoooome though, i had a similar idea, but it cant compare to this. Although we cant see much of It(Hint Hint), it looks like a quite a bit of effort has gone into it.
Mobiius
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Posted: 8th Jan 2010 17:56 Edited at: 8th Jan 2010 17:57
Quote: "i refuse to accept that you can just walk of with some one elses idea!(Joke)"

Who's idea is this then? I'd love to look them in the face and use the Microsoft defence! lol

Quote: ""Just because Apple robbed IBM's TV, doesn't mean we can't go in and steal their stereo!""


Anyway, here's what I've done since the last update:

MsgBoxes can now be moved around the screen.
MsgBoxes are now modal, UI gadgets cannot be used when a MsgBox is open.
Waypoints can no longer be placed on dynamic objects.
Waypoints can now be translated.
Dynamic objects can now be translated.

Another video will appear soon. (As quickly as I can upload a 400 Mb video to youtube! lol)

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Mobiius
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Posted: 8th Jan 2010 21:38 Edited at: 5th Apr 2013 23:24
New video.


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Melancholic
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Posted: 8th Jan 2010 21:56
Looks extreamly nice!, is it still only mainly a wayoint editor are are thre lot of other working features?
Mobiius
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Posted: 8th Jan 2010 22:07
It currently only waypoints, but within the next few days I'll be adding the ability to insert both static and dynamic objects from files and primitives, and be including a texturing and shadering utility into it as well.

When it's finished, it'll do almost everything UnrealEd does, including the scripting engine using Lua. (And the bonus is it means my game engine will be complete so I can start making games with it.

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Melancholic
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Posted: 8th Jan 2010 22:44
I will admit, thats pretty cool!. An ambitius claim saying it will do evreything UnrealEd does. How does it currently build .exe's?, did you build a engine.exe type file or does it simply write code and then is compiled by dbpro?.
Mobiius
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Posted: 8th Jan 2010 22:53
Neither, just like UnrealEd does, it packages a games content which is ran by a pre compiled game engine. UnrealEd doesn't compile anything as UnrealScript is interpreted. Same thing with FPSC in fact.

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Melancholic
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Posted: 8th Jan 2010 23:09
Ah cool, ive had an idea to make a level editor with the abbility to add scripts simple by just pakaging it with MinGW and irrlicht, but that would take some time to debug. This project is really intresting me now, make sure you show us you new systems when youve finished them!
Mobiius
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Posted: 8th Jan 2010 23:36
I shall. I'm currently adding a little sparkle to the default level. Some nice textures to brighten things up.

Screenies to follow.

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Mobiius
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Posted: 9th Jan 2010 00:31 Edited at: 5th Apr 2013 23:26
Screenie! Video uploading now.

*Edit* Video.


I live for video games! (And beers, and football, and cars!)
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mike5424
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Posted: 9th Jan 2010 22:00
the vid was awesome!

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Mobiius
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Posted: 9th Jan 2010 22:24
Glad you liked it.

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ShaunRW
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Posted: 11th Jan 2010 08:32
This looks awesome Mobiius, videos are great. keep up the good work

Mobiius
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Posted: 11th Jan 2010 09:43
Thanks.

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Mobiius
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Posted: 11th Jan 2010 11:35 Edited at: 13th Jan 2010 07:25
Just thought I'd add some screenshots showing all 5 editor tabs as they currently are. No doubt I'll change them in the future as/when features are added/removed.
C&C welcome.







*Edit* Apologies, but I can't seem to get the images to display, only the IMG tags. the links will have to do for now.

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The Slayer
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Posted: 11th Jan 2010 11:48
Yep, looking real good there, man. Hope you succeed. Keep it up!

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ShaunRW
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Posted: 11th Jan 2010 12:03 Edited at: 11th Jan 2010 12:04
Screens look good.

Xeridox
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Posted: 11th Jan 2010 21:25
Videos look great, and I've always been inspired by UnrealEd and the Unreal engine.

AI is a challenge, especially when you start adding multi-level maps, lift platforms, teleports, jump pads, and things of the like. I've got most of that worked into Phenom, but it still has a way to go before it behaves quite as well as even the first Unreal. They're still kind of dumb when it comes to an edge, where sometimes they'll just jump right off to their deaths lol.

Good luck with this project tho, I'll be keeping an eye on it

Phenom - MP FPS WIP - With bot support, even online!
Official Website -> http://xeridox.com
Mobiius
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Posted: 11th Jan 2010 21:33 Edited at: 11th Jan 2010 21:35
My waypointing system is adaptable for reasons like that. To stop them jumping off ledges, just perform a raycast X units in front, and XX units in front. If they don't match then there is a height change. If the second raycast is longer, take the distance between the two, and if it's greater than a certain distance the drop is too big, then don't jump off!

But also, you constrain which waypoints can connect to what to prevent the bots from going places they shouldn't be able to.

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Xeridox
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Posted: 12th Jan 2010 07:51
Yes, I'm using that technique, however there is much more in the code that is causing them to jump off anyway...I just have to find what's causing the screw-up lol.

It basically boils down to code getting sloppy after making one quick-fix after another, which I know better than, but sometimes do it anyway.

Plans are in my schedule to re-code the bot subroutine soon.

Phenom - MP FPS WIP - With bot support, even online!
Official Website -> http://xeridox.com
Mobiius
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Posted: 12th Jan 2010 08:02
That's what I did with my code when it didn't work. I scrapped the function and re-wrote it. I realised I'd made a simple schoolboy error and now it works!

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Mobiius
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Posted: 12th Jan 2010 23:50 Edited at: 12th Jan 2010 23:51
Right then, I have completed the file access dialog box completed so now I can load external files. (Only really the waypoints file which is loadable currently)

Attached is a screenshot, the video is uploading to YouTube as we speak.

Enjoy.


And yes, it's all 100% DBA code, no plugins involved and it's fully skinnable! (And I know there's no text on the buttons, it's late and I'm at work early tomorrow! lol)

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Mobiius
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Posted: 13th Jan 2010 07:25 Edited at: 5th Apr 2013 23:28
Video.


I live for video games! (And beers, and football, and cars!)
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marlou
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Posted: 13th Jan 2010 08:19
looking good..good job..

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Mobiius
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Posted: 13th Jan 2010 09:42 Edited at: 13th Jan 2010 09:42
Another quick update:
FileAccess Dialog box has been completed (And fully working)
FileAccess Dialog Buttons now have text.
Added an erase all waypoints button

And another screenie showing the text on buttons...


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Mobiius
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Posted: 13th Jan 2010 15:04 Edited at: 13th Jan 2010 15:49
Right, I'm stuck.

I'm trying to implement an object scaling routine but Scale Object does not affect the physics object, only the visual object.

I tried to implement a vertex scaling routine,
but that has absolutely no effect on the object I'm using. (A dark matter 1 tank.)

I need to be able to scale objects AND have their physics object scale too!

Anyone out there know how to resolve this issue?


*EDIT*

Grrr, it also appears that once a static object has been loaded, you can't move it! Kinda makes it hard to make a level editor when you can't move your static objects!

Anyone got a workaround that doesn't involve recording the rigid bodies position and recreating it in the new location?

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The Slayer
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Posted: 13th Jan 2010 15:59
Not that i'am an expert on this, but have you tried to set the Lock Mode value (Lock VertexData For Limb) to 2, instead of 1?

Cheers

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Mobiius
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Posted: 13th Jan 2010 16:46
Thanks for the help, but it didn't work.

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Cliff Mellangard 3DEGS
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Posted: 13th Jan 2010 16:58
Quote: "Video"

Wath do you use to make your videos ?
I have tested fraps a while back but its really slow
Mobiius
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Posted: 13th Jan 2010 17:12
I use Fraps! I've created a timer based system which I've had to configure to work with PhysX and still function when Fraps is running. I think it works fine, I just wish I had the full version so I can create videos longer than 31 seconds!

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Mobiius
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Posted: 18th Jan 2010 15:16 Edited at: 18th Jan 2010 15:17
Right, a quick update.

Turns out I can resize objects before I turn them into static rigid bodies. But I still can't resize them once they're physics objects and I can't resize dynamic bodies at all.

So I have a choice, remove physics from the engine completely, and create a separate executable file to test levels, (Like the way UnrealEd does) remove the ability to resize objects completely, (not preferable) or bug TGC to add a command to enable the real-time scaling of rigid bodies. (Not gonna happen!)

Of course I don't want to remove any kind of functionality at all, but I want to complete the editor and currently, DarkPHYSICS does not provide the functionality I need and I don't want to change my physics engine!

What should I do? I prefer to bug TGC to add scaling to PhysX but I'd need lots of voices all shouting the same thing!

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Melancholic
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Posted: 18th Jan 2010 15:51
You could convert to using Newton, or wait for the long anticipated XenoPhysics
Xenocythe
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Posted: 18th Jan 2010 16:27
Emphasis on long, and anticipated.

But yeah, I'm waiting on XenoPhysics to begin my level editor. You might just have to do the same. At least the longer we wait, the better the first release will be put together.

Other than that, to comment on the project, it looks great.

Mobiius
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Posted: 18th Jan 2010 17:10
I *could* but I shouldn't have to. I paid actual money for it, it should work and include the commands I'm going to use!

It's so annoying.

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Mobiius
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Posted: 18th Jan 2010 19:45
After some discussions on another thread, I guess I'm going to have to bin physics in the editor and create an additional level runtime file to test it.

Not what I had in mind.

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Airslide
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Posted: 19th Jan 2010 00:42
Since it's a level editor, make "static" objects dynamic kinematics or delete their physics body and replace it when you place the object. The same sort of thing can go for scaling - as long as you don't need to scale every frame, it should be fine to destroy the physics body and re-create it, no?

_Pauli_
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Posted: 19th Jan 2010 00:49 Edited at: 19th Jan 2010 00:51
What about this:
1. Delete the physics object (rigid body) from the simulation
2. Scale the object
3. Setup the physics object again

Won't the new rigid body fit to the new object scale?

EDIT:
I was typing when Airslide answered. I think we mean the same...

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
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Posted: 19th Jan 2010 01:10
Yup, exactly what I'm saying.

Mobiius
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Posted: 19th Jan 2010 16:08
I tried it. It didn't work.

I'm in the process of removing physics from the editor completely, which means I can't test the AI system from within the editor.

It's not a big loss to be honest, I just wanted one environment from which I could create the entire games, including cut scenes and an interface designer. No matter, I'm sure people won't mind if you can't test physics in the editor, like I said, you can't do this in other editors. (AFAIK)

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Mobiius
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Posted: 19th Jan 2010 18:53
Ok then. Time to add another update. Here's a few things from a while back that I didn't add earlier:

You Can Now Double Click In The FileAccess Dialog To Accept Files Or Change Folders.
FileAccess Dialog Now Allows Searching For Multiple Filetypes.
The Editor Now Starts Blank. (No Test Level Or AI.
The Add AI Button Now Works. (First Click Add AI, Then Click On A Static Object At Add An AI In That Location)
Added the ChoiceBox. (Like the VB VbYesNo box in visual basic, except you choose the text displayed on each button.)

Down side. My attempt to remove physics from the editor didn't go to plan. Objects no longer block waypoints paths, I can no longer add new waypoints, and some other things have stopped working.
Disaster!

Looks like I'm going to have to start again, using the routines in this editor, but specifically NOT add physics support. (Whilst still keeping it easy to add to the game engine)

Since the majority of the routines work, it should be easy to do, but I'll take a little longer to refine the way certain things work. For example, I don't really like the way the interface system works. I can't have a MsgBox open at the same time as a file access dialog for example. (Even though I should be able to)
In addition to this, I want to make it more visual basic like, to enable multiple tab sections, multiple radio groups within the same tab section, and add more gadgets.

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Mobiius
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Posted: 21st Jan 2010 14:44 Edited at: 21st Jan 2010 14:45
Here's the new progress since I restarted the engine.

Editor restarted pretty much from scratch.
Everything 2D will now by based on a screen size independent system. (For example, if I create a button of 10x5, it will always be the same size on screen regardless of the resolution. I've used a percentage of the screen size for this, and called the units twips. Thanks VB!)

Buttons have been re-implemented but with a better structure.
Buttons are referred to by name, rather than by ID number
Buttons inherit data from a parent gadget. (Such as position and visibility, and eventually, Alpha Transparency.)
Buttons now correctly inherit data from the parent gadget.
If a button has no parent, then its position is relative to the screen. If it has a parent, then its position becomes relative to its parent.

Dialog boxes have been re-implemented but with a better structure.
Dialog boxes are now separate forms (A La Visual Studio) allowing users to create their own form windows from gadgets.
Dialogs are referred to by name, rather than by ID number
Dialogs can now by moved around the screen

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