|
cooldude234
|
 |
« Reply #105 on: June 12, 2012, 02:22:41 am » |
|
still got a lot to do before beta. Right now Im working on the engine, and not the interface for project undead. Currently Im cleaning up code, and making a function that will load up models on the fly in game (Im currently compiling models in actual code which is not efficient or fast to load).
Im also doing lots of research on multiple topics, but school is taking a lot of my time away.
I just fixed some of the fixed fuction lighting issues in opengl, and made infinite directional lights.
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #106 on: June 24, 2012, 01:45:25 am » |
|
Small but somewhat big update. Got a .obj loader during run-time to work, unfortunately its horribly slow and I have no clue why? So I am going to work on it some more, make it optimized, but I can say the code is a lot cleaner than the last version (didn't run in real time), and thus so makes it easier to fix and etc. I learned how to access texture data directly (thanks for the help cre8oristhe/cre8orexpert  ), so I can make things like a paint program if I wanted to, and things like perlin noise. I also got anisotropic to work, so now the textures are mipmapped and don't look blurry on certain angles. Anyways, I promised screenies a long time ago (in a galaxy far far away  ) first one, I was testing loading up object files from anim8or, The next three I modeled grass meshes in anim8or, and tested them in my engine.
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #107 on: June 24, 2012, 01:46:14 am » |
|
This one Ive been meaning to post for a while, it was me just messing around 
|
|
|
|
|
Logged
|
¼
|
|
|
cre8orexpert
Newbie

Posts: 19
"Not enough characters"
|
 |
« Reply #108 on: June 24, 2012, 09:57:35 am » |
|
Awesome! that's all i can say  . ps: i'll be on msn all day, so i can help you with the .obj loading.
|
|
|
|
|
Logged
|
|
|
|
|
cooldude234
|
 |
« Reply #109 on: July 13, 2012, 10:41:38 pm » |
|
What do you mean by wizards?
As for the flat terrain, that's just my lazy arse way of making a bunch of squares, slapping a texture on them and making a set of them side by side. You could just load a terrain as an object file, for use some algorithms that I will implement that generates a terrain by height maps or whatever.
PS .obj files or more or less just for temporary use, I will be using anim8or files in the end, might keep .obj support however.
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #110 on: July 14, 2012, 02:24:28 am » |
|
Quick update
Improved obj loading (with more help from cre8orexpert/cre8oristhe), and greatly improved obj rendering speeds. Also fixed the normal issue (the weird lighting issues some obj had). SCREENIE!
By the way, that wall obj consist of 20292 faces and runs really efficiently.
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #111 on: July 14, 2012, 03:03:25 am » |
|
Although I did improve the rendering times, they aren't to their fullest. I realized this when I changed the tree models to something a little better and noticed a big difference.
|
|
|
|
|
Logged
|
¼
|
|
|
cre8orexpert
Newbie

Posts: 19
"Not enough characters"
|
 |
« Reply #112 on: July 14, 2012, 11:47:58 am » |
|
oh, so you did some progress? i thought you're busy cleaning your room  .
|
|
|
|
|
Logged
|
|
|
|
|
cooldude234
|
 |
« Reply #113 on: July 14, 2012, 01:15:08 pm » |
|
oh, so you did some progress? i thought you're busy cleaning your room  . No, that's a four year journey, from time to time I takes breaks from it to make my room messier 
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #114 on: July 22, 2012, 02:07:35 pm » |
|
...be careful you stay on topic, cooldude
Oh you dont know how I work, do you 
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #115 on: July 27, 2012, 09:28:44 pm » |
|
Oh thank gawd, I got a new power supply after the last one in my tower completely went to charcoal. Now I can continue my work, resume stuff and secret anim8or projects of mine 
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #116 on: July 31, 2012, 08:55:54 pm » |
|
Well...Okay but I have been warned about etiqqete (<---Not spelled right).....Uh...k...
Well not to underestimate the moderators powers, but I actually get work done by not staying on topic  So quick update, got a Frame rate per second counter in! I also have lots of issues with performance, and I'm debugging lots of stuff. Also I am going camping between the 3 - 19 so I wont be here  ALSO I fixed several lighting glitches, and made ground work for simple physics (like ray casting and such) ALSO I have a picture.
|
|
|
|
|
Logged
|
¼
|
|
|
|
davdud101
|
 |
« Reply #117 on: August 01, 2012, 10:01:25 pm » |
|
Man, cooldude, this is looking sweeter by the day. Just wondering, this thing does have something of a user interface? What's that look like?
|
|
|
|
|
Logged
|
?
|
|
|
|
cooldude234
|
 |
« Reply #118 on: August 02, 2012, 01:18:26 pm » |
|
Well this is just the engine so far, the interface for scripting (what cre8or was) isn't actually made yet. However I still have to address the performance of rendering object, a 1 frame per second game isn't going to be all that fun now is it  I know whats the issue, I'm essentially making too many calls to opengl and its clogging the pipeline slowing down everything. I just need a way to draw triangles without making many calls. when I get back from my 2000 km trip (4000 km in total for going both ways  ) I will continue my work on it. (also I may have a another project I might post, but no promises)
|
|
|
|
|
Logged
|
¼
|
|
|
|
cooldude234
|
 |
« Reply #119 on: August 28, 2012, 02:20:27 am » |
|
Fixed the issue with rendering times. Ive bench marked this thing, and Ive rendered over 1 million polygons (1,133,179 to be exact) with 9 frames per second, and this unoptimized, as well as there is a even faster way to render polygons which I haven't tried yet. Currently working on ray collisions (with planes and triangles), if anyone can help make me understand these things (like line plane intersections and stuff), I appreciate any help  Anyways here's a screen shot displaying something rendered with these new rendering speeds.
|
|
|
|
|
Logged
|
¼
|
|
|
|