Plan for haust
by haust · 03/15/2001 (3:15 pm) · 0 comments
17/05/2001
- started to port the main code of LoneRunner md3 Loader code. I've got the sonic test md3 displayed and animated in a day !!
- Well, the next .plan update will be a big one. I will talk about : the way i work/code with people libs, the dark crappy side of djidjoo's engine, some design works, last and next engine updates.
05/05/2001
- hpo (design/models/anims/textures) is now on the demo at full time since last week.
- Currently the official demo name is 'djidjoo', thanks to hpo ;)
- fullscreen/windowed switch bug fixed
(after 2 switches you could not see the landscape anymore because of bad landscape materials array reset, some materials were still marked as used. Very stoopid bug)
- PIII is now OCed @ 840 :)
- Particle system implementation in progress. I'm using Brian Tischler's Particle Sim data.
- Need to re-install 3ds max 3.0 before coding animations. Flexporter's zcb format will be main engine models/animations format.
19/04/2001
Updated my PC from Celeron OCed @ 416Mhz to PIII 750 Mhz : +78000 Triangles @ +60FPS, wtf :)
05/04/2001 (later)
Just finished the 1st implementation of the entities 'serialization'. Now it is possible, from the console, to load/save a bunch of entities (buildings, trees, stones, beast, particle effects, ....).
Well now it's time to clean/fix some code before implementing the animations.
05/04/2001
Bezier test : a track/wagon object can be put on the path, it'll move and orientate with respect of the bezier path, cool.
tw2 Engine : I'm on the entity implementation stage. The idea is to reference entities by lanscape pieces (lp) which are VA strips.
This is because frustum culling help to quickly determine which lp need to be rendered whitout scaning the ENTIRE strips array. This ways the engine knows at the SAME time which entities will be rendered. The main drawbacks are heavy memory use and limited entities number per lp.
For the engine an entity is anything that is on the landscape : an actual entity, a path (that will be referenced on every lp it intersect with). It will be possible to have always-active entities (rain paricle effect).
30/03/2001
Well, since i have to wait for the graphist to deliver me some pieces of data, i'm still on that bezier curve stuff. I display each curve with a triangle strip which is the best solution for now. The main problem i had was to avoid the strip to intersect with the landscape because the landscape and the curve are geometry independant from each other.
Imagine a cool curve strip with a railways texture over a landscape ;)
Next episode : moving tracks and wagons.
26/03/2001
Started some tests on display a 3 control points bezier curve on the landscape. I'm not sure if this will be used in our demo but it's a cool tech to use for roads and railways....
Thanks to Gabe Kruger (www.gamasutra.com)
18/03/2001
Today, i look at the Image Of The Day on Flipcode. Jack Strohm's image is great. I wish i could do something like that !! I must admit that my landscape 'engine' is quite basic : it's heightmap based, subdivided with little VA triangle strips for display efficiency.
There was one topic about using LOD or not and someone said : "I'm not planning on having any distance based LOD though. It's just the idea of having geometry pop up in front of you that bothers me most.". you're 100% right man ;)
16/03/2001
Well, here some information about what's going on :
tw2 will be a action-adventure game. It's about two little-orkish-like clans fighting each other. An enemy clan has stolen a cool drink from your clan. Your mission is to get the drink back, so you can party ;)
The gameplay is very basic : you will be able to walk, run, jump, attack, defend, talk, use items/activate switches. Hope to include in-game cinematics....
On the code side, these are the current features :
- OpenGL as renderer.
- OpenIL as image lib.
- Win32 only, next project should include more OSes.
- 3 passes of multitextured (2 TMUs : rgb texture + luminance texture) VA strips for landscape.
- lib3ds : 3DS 4.0 files supported for static meshes (trees, buildings, rocks, ....), one texture per mesh.
- Direct Input used for keyboard/mouse.
- Cool camera : free/follow move, free/targeted lookat.
- Quake-like console with config file
- Landscape definition (textures, heightmap, ...) in text file.
- fog/light implemented.
Well, many things remain to be done....
16/03/2001
Wow !!
a .plan for me ??!! cool.... let's use it !!
- started to port the main code of LoneRunner md3 Loader code. I've got the sonic test md3 displayed and animated in a day !!
- Well, the next .plan update will be a big one. I will talk about : the way i work/code with people libs, the dark crappy side of djidjoo's engine, some design works, last and next engine updates.
05/05/2001
- hpo (design/models/anims/textures) is now on the demo at full time since last week.
- Currently the official demo name is 'djidjoo', thanks to hpo ;)
- fullscreen/windowed switch bug fixed
(after 2 switches you could not see the landscape anymore because of bad landscape materials array reset, some materials were still marked as used. Very stoopid bug)
- PIII is now OCed @ 840 :)
- Particle system implementation in progress. I'm using Brian Tischler's Particle Sim data.
- Need to re-install 3ds max 3.0 before coding animations. Flexporter's zcb format will be main engine models/animations format.
19/04/2001
Updated my PC from Celeron OCed @ 416Mhz to PIII 750 Mhz : +78000 Triangles @ +60FPS, wtf :)
05/04/2001 (later)
Just finished the 1st implementation of the entities 'serialization'. Now it is possible, from the console, to load/save a bunch of entities (buildings, trees, stones, beast, particle effects, ....).
Well now it's time to clean/fix some code before implementing the animations.
05/04/2001
Bezier test : a track/wagon object can be put on the path, it'll move and orientate with respect of the bezier path, cool.
tw2 Engine : I'm on the entity implementation stage. The idea is to reference entities by lanscape pieces (lp) which are VA strips.
This is because frustum culling help to quickly determine which lp need to be rendered whitout scaning the ENTIRE strips array. This ways the engine knows at the SAME time which entities will be rendered. The main drawbacks are heavy memory use and limited entities number per lp.
For the engine an entity is anything that is on the landscape : an actual entity, a path (that will be referenced on every lp it intersect with). It will be possible to have always-active entities (rain paricle effect).
30/03/2001
Well, since i have to wait for the graphist to deliver me some pieces of data, i'm still on that bezier curve stuff. I display each curve with a triangle strip which is the best solution for now. The main problem i had was to avoid the strip to intersect with the landscape because the landscape and the curve are geometry independant from each other.
Imagine a cool curve strip with a railways texture over a landscape ;)
Next episode : moving tracks and wagons.
26/03/2001
Started some tests on display a 3 control points bezier curve on the landscape. I'm not sure if this will be used in our demo but it's a cool tech to use for roads and railways....
Thanks to Gabe Kruger (www.gamasutra.com)
18/03/2001
Today, i look at the Image Of The Day on Flipcode. Jack Strohm's image is great. I wish i could do something like that !! I must admit that my landscape 'engine' is quite basic : it's heightmap based, subdivided with little VA triangle strips for display efficiency.
There was one topic about using LOD or not and someone said : "I'm not planning on having any distance based LOD though. It's just the idea of having geometry pop up in front of you that bothers me most.". you're 100% right man ;)
16/03/2001
Well, here some information about what's going on :
tw2 will be a action-adventure game. It's about two little-orkish-like clans fighting each other. An enemy clan has stolen a cool drink from your clan. Your mission is to get the drink back, so you can party ;)
The gameplay is very basic : you will be able to walk, run, jump, attack, defend, talk, use items/activate switches. Hope to include in-game cinematics....
On the code side, these are the current features :
- OpenGL as renderer.
- OpenIL as image lib.
- Win32 only, next project should include more OSes.
- 3 passes of multitextured (2 TMUs : rgb texture + luminance texture) VA strips for landscape.
- lib3ds : 3DS 4.0 files supported for static meshes (trees, buildings, rocks, ....), one texture per mesh.
- Direct Input used for keyboard/mouse.
- Cool camera : free/follow move, free/targeted lookat.
- Quake-like console with config file
- Landscape definition (textures, heightmap, ...) in text file.
- fog/light implemented.
Well, many things remain to be done....
16/03/2001
Wow !!
a .plan for me ??!! cool.... let's use it !!
