Page 1 of 1

FeralX3d Beta preview

PostPosted: Sun May 04, 2008 12:47 am
by feral
UPDATED EXECUTABLE - fixed the "shakes"

This is a alpha/beta preview of the 3D engine I am building for GE.
3ddemo6.png

3ddemo6b.zip
updated demo - fixed "shaking sprites"
windows executable
(5.51 MiB) Downloaded 459 times

I found that the demo was quickly becaming larger then 10mb, so I am taking a short break from the tutorials to optimise the game some more...

see the tutorials so far in the demo section
http://game-editor.com/forum/viewtopic.php?f=6&t=5630

I have had to remove some of the nicer graphics and reduce some in order to fit it in the 10mb size limit, but you should get the idea..

FIXED the following ---------------------------------------------------------------------------
see new demo 3ddemo6b.zip (left for reference in case it happens to others.)
- ---------------------------------------------------------------------------
The graphics do jump around a little (shake/shimmer) because somewhere in my code I have used an "int" instead of a "float", or converted a float to an int in some maths.. this has happened before as I work on the coding, and is easily fixed...... as soon as I find it...... it just means the graphics jump around as the numbers (x,y) round themselves up or down to the nearest int.. :x
---------------------------------------------------------------------------


also the graphics were scaled using a batch converter, so are not really scaled well... and they do not "disappear" over the horizon properly ( they will in the next version) .... sorry, but once again, this is a demo only, simply to show that it can be done..

if you are wondering about the flying/jumping/looking up/down .... the ideas will be similar to the effects I put into my earlier engine (now abandoned ) where the horizon/ground/objects can tilt..

see http://game-editor.com/forum/viewtopic.php?f=4&t=5515

sorry about the delay, will post more soon

oh: this "cut down" version is in 320 * 240, but i have had it running in 640 * 480 and it runs just as smoothly (so far) on a 800mhz intel celeron

feral

DEMO starts in "mapview".... Play around a while then press "2"
KEYS
cursor keys to move forward/back - and turn right/left ( if you have trouble, try pressing only one key at a time)
number key 1 (top of keyboard - not numpad) - show "mapview"
number key 2 (top of keyboard - not numpad) - show "3Dview"

Re: FeralX3d Beta preview

PostPosted: Sun May 04, 2008 3:55 pm
by DST
That is impressive! The coolest thing I've seen on GE!

This is exactly the kind of thing I was talking about in my crash/error post - No matter what you come up against in programming, there is ALWAYS a way around it!!!

One question; how many images does an object have in that game? I'm guessing around 40? :shock:

Re: FeralX3d Beta preview

PostPosted: Mon May 05, 2008 4:14 pm
by Kalladdolf
DST wrote:One question; how many images does an object have in that game? I'm guessing around 40?

yea, thought exactly the same thing!
I mean, you sure had a good sprite software to make all these frames!
And a lotta patience. =D
anyway, nice work.

Re: FeralX3d Beta preview

PostPosted: Tue May 13, 2008 1:13 am
by feral
DST wrote:One question; how many images does an object have in that game? I'm guessing around 40?


100 :wink:

The engine currently uses 100 sprites for each object scaled from 1 to 100 % in size.

However, my formulae for placing them at distance does not quite work as well as it should yet, so the further away they are. the more they are "skipped" in size percentages....which is why they still tend to "jump around" the further away they get..

you will notice the closer you are, the smoother the transition in size as the formulae works better closer up..

I am working on fixing this, however it would be even nicer if i can work out how to scale them "live" as they will still jump between percentages even if if i fix this..

for example if the sprites is 56.67 percent of the distance away from you, it can only choose between sprite 56% or 57% so may still jump a little.. hopefully I should be able to fix this soon by smoothing out the distance maths.

feral

Re: FeralX3d Beta preview

PostPosted: Tue May 13, 2008 4:19 am
by DST
you are basically creating mipmaps of a sort......i wonder if, when they are far away, does it really matter if they have fewer frames (as long as they're not loading unused frames and wasting space)......might work for shrubs and stuff like that......

Re: FeralX3d Beta preview

PostPosted: Fri Jun 13, 2008 1:12 am
by Game A Gogo
untitled.JPG
hmmm...

hmmmm...

I know you have worked hard on this (It's pretty visible...)

but that curve (Look at the bottom of the wood thingy) isn't really suppose to happen O,,o

maybe your perspective is exaggerated?

maybe you should revise your code a bit... it looks like if I am looking in my stupid camera lens xD

Re: FeralX3d Beta preview

PostPosted: Fri Jun 13, 2008 10:22 am
by DST
You have GOT to be kidding me!

Re: FeralX3d Beta preview

PostPosted: Fri Jun 01, 2012 11:02 am
by lcl
Sorry for bumping this VERY old topic... but...

Feral, can you post the source code of this? I think it could help many people (including me) :D