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New MMO Client - Trees - Day/Night Video
New MMO Client - Trees - Day/Night Video
| Name: | Prairie Games | ![]() |
|---|---|---|
| Date Posted: | Dec 21, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Prairie Games |
Blog post
I've been hard at work on the new MMO technology for our next game. We decided to go with TGB/TGEA/OGRE all welded together with Python for the client... I'll post more about this soon. It is pretty cool stuff.
Fow now, here's a quick look at how things are shaping up :)
Check out the video: http://www.prairiegames.com/mojo_client1.wmv

-Prairie Games, Inc
http://www.prairiegames.com
http://minions.prairiegames.com
http://www.mmoworkshop.com
Fow now, here's a quick look at how things are shaping up :)
Check out the video: http://www.prairiegames.com/mojo_client1.wmv

-Prairie Games, Inc
http://www.prairiegames.com
http://minions.prairiegames.com
http://www.mmoworkshop.com
Recent Blog Posts
| List: | 03/29/08 - TGEA 1.7 Build System and Embedded Python 03/14/08 - MegaTerrains - TGEA Update 01/18/08 - Minions of Mirth: Undead Wars Expansion 01/04/08 - Physics Overhaul - Video 12/26/07 - Web Integration - Video 12/21/07 - New MMO Client - Trees - Day/Night Video 12/18/07 - Minions of Mirth - 1.26 - Holiday Edition! 11/28/07 - TGB/TGEA integration first pass |
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Submit your own resources!| Kevin James (Dec 21, 2007 at 00:45 GMT) |
| Joe Rossi (Dec 21, 2007 at 01:39 GMT) |
| Jeremiah Fulbright (Dec 21, 2007 at 01:50 GMT) |
| Ross Pawley (Dec 21, 2007 at 02:36 GMT) |
| J.C. Smith (Dec 21, 2007 at 03:43 GMT) |
Edited on Dec 21, 2007 03:45 GMT
| Prairie Games (Dec 21, 2007 at 03:56 GMT) |
| James Brad Barnette (Dec 21, 2007 at 04:33 GMT) |
| Dave Young (Dec 21, 2007 at 05:27 GMT) |
| T Squared (Thanhda Tie) (Dec 21, 2007 at 06:08 GMT) Resource Rating: 5 |
| J.C. Smith (Dec 21, 2007 at 08:14 GMT) |
| David Montgomery-Blake (Dec 21, 2007 at 14:38 GMT) |
| Don Hogan (Dec 21, 2007 at 15:14 GMT) Resource Rating: 5 |
| Matt Vitelli (Dec 21, 2007 at 15:16 GMT) |
| Donald \"Yadot\" Harris (Dec 21, 2007 at 16:48 GMT) |
| Stephan (viKKing) Bondier (Dec 22, 2007 at 09:50 GMT) |
Does using Ogre graphical framework mean, you now get a crossplatform TGEA engine?
| Jonathan (Dec 22, 2007 at 19:51 GMT) |
| Prairie Games (Dec 22, 2007 at 20:23 GMT) |
The bulk of TGEA is cross platform and we're either not using the bits which aren't or modifying them to work. I don't expect the client to run on OSX for awhile... the server architecture will be kept running on both Windows and Linux during development.
-JE
| Vashner (Dec 23, 2007 at 03:23 GMT) |
| Carlos Correa (Jan 01, 2008 at 16:19 GMT) |
Very nice work, looks great.
| Adrian Tysoe (Jan 16, 2008 at 15:32 GMT) |
Looks like it could be a cool Torque module. Were using paged geometry and portal connected zone scene manager for our project, which make for nice seamless transitions between indoor and outdoor areas.
There's a post on the Ogre showcase thread on how the paged geometry connversion to Torque was done.
Quote:
I am using GCC-XML, pygccxml, and SIP to generate Python modules for TGEA and OGRE... also, Caelum and PagedGeometry. So, it's pretty much stock PagedGeometry code.
I've basically plugged OGRE's scenegraph into TGEA (or I suppose you could say vice versa). It works quite well
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4.0 out of 5


