New MMO Client - Trees - Day/Night Video
by Prairie Games · 12/20/2007 (4:08 pm) · 21 comments
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
#2
12/20/2007 (5:39 pm)
I'm curious how OGRE fits into the picture. Is there something wrong with the TGEA renderer?
#3
12/20/2007 (5:50 pm)
OGRE renderer is far superior lol
#4
12/20/2007 (6:36 pm)
@Jeremiah, eh, personally I don't think so. OGRE's setup seems really crappy to me, which is easily enough to put me off.
#5
12/20/2007 (7:43 pm)
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)?
#6
12/20/2007 (7:56 pm)
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.
#7
12/20/2007 (8:33 pm)
So what parts of what are you using for what tasks?
#8
12/20/2007 (9:27 pm)
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 :)
#9
12/20/2007 (10:08 pm)
looks sweet. but still wonder where OGRE comes i play?
#10
12/21/2007 (12:14 am)
Awesome, I checked out the paged geometry for Ogre a while back and thought it was handled very well, also performed very good.
#11
12/21/2007 (6:38 am)
Great job as always Josh! Mojo's looking great!
#12
12/21/2007 (7:14 am)
Wow. Just... amazing!
#13
12/21/2007 (7:16 am)
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.
#14
12/21/2007 (8:48 am)
Josh I hope your next game will have the same payment plan like Minions... :)
#15
Does using Ogre graphical framework mean, you now get a crossplatform TGEA engine?
12/22/2007 (1:50 am)
Great work Josh, as usual.Does using Ogre graphical framework mean, you now get a crossplatform TGEA engine?
#16
12/22/2007 (11:51 am)
very nice!
#17
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
12/22/2007 (12:23 pm)
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
#18
12/22/2007 (7:23 pm)
Looks really good.
#19
Very nice work, looks great.
01/01/2008 (8:19 am)
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.
#20
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.
01/16/2008 (7:32 am)
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

Torque Owner Kevin James