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DarkBASIC Professional Discussion / Dynamic Outdoor Map Ideas

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Madscientist
16
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 14th Mar 2011 02:59 Edited at: 14th Mar 2011 03:00
Im creating sort of a FPS survival game. It takes place in the wilderness. The terrain needs to be changeable in real time such as explosives making craters and the player being able to dig out parts of the ground. I also need to have dynamic trees,plants, and rocks that you can destroy and that they react to the environment. How should this be done in an efficient way? Should I make a terrain object and edit it in real time with vertex commands. Should I load in the individual trees and plant objects. Or should the plants and trees just be limbs of 1 object? Do I need to animate the environment or should it all react in real time?

SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 14th Mar 2011 03:08 Edited at: 14th Mar 2011 03:13
have a look at these:

http://www.thegamecreators.com/?m=view_product&id=2286

Quote: "Blitzwerks Terrain also offers the ability to modify terrains in real time which is useful when you want to create your own editor or make craters appear on your terrain where an explosion has just happened."


http://www.hurricane-eye.webs.com/break.html

Quote: "Trees get cut exactly where you click. Nothing precalculated (not like in crysis, where the palms are specially set up to break)."


Blitzwerks:

Break:


hope i helped

__________________________________________

My software never has bugs. It just develops random features.
Jimpo
21
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Joined: 9th Apr 2005
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Posted: 14th Mar 2011 16:35 Edited at: 14th Mar 2011 16:37
Quote: "Or should the plants and trees just be limbs of 1 object?"
Just want to clarify, there is no performance difference between 100 objects and 1 object with 100 limbs. Each limb is like adding a whole new object.

revenant chaos
DBPro Master
19
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Joined: 21st Mar 2007
Location: Robbinsdale, MN
Posted: 14th Mar 2011 17:20
Quote: "Just want to clarify, there is no performance difference between 100 objects and 1 object with 100 limbs."

There is however a difference between 5 separate objects and the same 5 objects combined into a single object (no limbs).
Quel
17
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Joined: 13th Mar 2009
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Posted: 14th Mar 2011 18:46
Then why all the experienced people who managed to make selling stuff with DB say that managing less objects with many limbs instead of a lot of separate objects is the key for good performance?...

I guess you have never tried to manage 10K's of objects in your projects.
Madscientist
16
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 15th Mar 2011 14:44 Edited at: 15th Mar 2011 14:45
Quote: ""Or should the plants and trees just be limbs of 1 object?""

What I meant by that was to place trees to the landscape in the modeling program, then export all the trees as 1 object and load them into Dbpro. Or load and place all of the individual trees on the landscape in dbpro.

Madscientist
16
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 17th Mar 2011 05:12 Edited at: 17th Mar 2011 17:56
I need more help on this. This is the main part of my game that needs to be developed. Help is very much appreciated.

EDIT: So for breaking objects, I looked at the BREAK program and I feel that I should come up with my own way and that it was too complex to recode. I need to have a breakpoint and have a plane created on that point that intersects the closes faces perpendicular to that point on the breakable object. Then split the object on that imaginary plane. So how do I calculate the angle of the imaginary plane to be perpendicular to the face?

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