Previous Blog Next Blog
Prev/Next Blog
by date

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
RSS Feed:GarageGames Blog feedor Subscribe with .
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

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

Submit ResourceSubmit your own resources!

Kevin James   (Dec 21, 2007 at 00:45 GMT)
Gorgeous screenshot! Reminds me of Far Cry

Joe Rossi   (Dec 21, 2007 at 01:39 GMT)
I'm curious how OGRE fits into the picture. Is there something wrong with the TGEA renderer?

Jeremiah Fulbright   (Dec 21, 2007 at 01:50 GMT)
OGRE renderer is far superior lol

Ross Pawley   (Dec 21, 2007 at 02:36 GMT)
@Jeremiah, eh, personally I don't think so. OGRE's setup seems really crappy to me, which is easily enough to put me off.

J.C. Smith   (Dec 21, 2007 at 03:43 GMT)
Looks great. =) I'm curious about the trees. Is that the forest kit ported to TGEA, or is that the tree/foliage solution from Ogre (which is very good)?
Edited on Dec 21, 2007 03:45 GMT

Prairie Games   (Dec 21, 2007 at 03:56 GMT)
The tree/foliage system is PagedGeometry and it is indeed excellent. I'm still in the process of hooking up the full feature set. The density/color maps will makes things look considerably better.

James Brad Barnette   (Dec 21, 2007 at 04:33 GMT)
So what parts of what are you using for what tasks?

Dave Young   (Dec 21, 2007 at 05:27 GMT)
My guess is that he hooked the renderer up to TGEA and is using TGEA which comes with built in networking as a game engine. The biggest challenge with using Ogre is writing all the actual game code, something solved if you could weld it to some other game engine. Smart. I didn't think Ogre supported dts, but I guess you could've exported from source. This is an interesting mystery, but regardless... looks incredible and you're off to a great start :)

T Squared (Thanhda Tie)   (Dec 21, 2007 at 06:08 GMT)   Resource Rating: 5
looks sweet. but still wonder where OGRE comes i play?

J.C. Smith   (Dec 21, 2007 at 08:14 GMT)
Awesome, I checked out the paged geometry for Ogre a while back and thought it was handled very well, also performed very good.

David Montgomery-Blake   (Dec 21, 2007 at 14:38 GMT)
Great job as always Josh! Mojo's looking great!

Don Hogan   (Dec 21, 2007 at 15:14 GMT)   Resource Rating: 5
Wow. Just... amazing!

Matt Vitelli   (Dec 21, 2007 at 15:16 GMT)
Amazing work. Care to talk about how the day/night system works? I've been looking at Oblivion's and it seems most likely that they lerp() several skyboxes together over x duration.

Donald \"Yadot\" Harris   (Dec 21, 2007 at 16:48 GMT)
Josh I hope your next game will have the same payment plan like Minions... :)

Stephan (viKKing) Bondier   (Dec 22, 2007 at 09:50 GMT)
Great work Josh, as usual.
Does using Ogre graphical framework mean, you now get a crossplatform TGEA engine?

Jonathan    (Dec 22, 2007 at 19:51 GMT)
very nice!

Prairie Games   (Dec 22, 2007 at 20:23 GMT)
Cross platform is very important to us... and every bit of technology chosen, with the exception of TGEA, is cross platform out of the box.

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)
Looks really good.

Carlos Correa   (Jan 01, 2008 at 16:19 GMT)
Ogre has much better render support, it has many more features in that department and its very up to date in that. TGEA isn't bad in rendering but nothing compared to ogre.

Very nice work, looks great.

Adrian Tysoe   (Jan 16, 2008 at 15:32 GMT)
I switched to Ogre about 18 months ago and never looked back. The renderer is awesome and the engine is extremely well designed making it easy for a fairly experienced coder to make it do what they want. There are quite a few Ogre addons that could be really usefull enhancements for Torque if ported. Especially scenemanagers.

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


You must be a member and be logged in to either append comments or rate this resource.