• Welcome to SCdev.org. Please log in.

Welcome to the new SCdev forums!

3D RPG engine demo

Started by bitblt, April 14, 2006, 12:16:41 AM

Previous topic - Next topic

Payk

Watch this...

its not finished give me a day and the hole world while have lights instead of just the grounds

bitblt

Well, it looks like "arora borealis" but I'm still impressed.  :) If the entire team is working this hard then I'm sure this project will be a success.

Can you make the camera angle more isometric?

Payk

Thanx...I hoped you like it...
I will try but can promiss...i dont know if u heard from that magic gap which appears betweeen textures...it was hard to get rid of that and i had to play arround much...but i make a backup and give it a try. That lights are just a part of lightsystem and it was first result. (not realy first,the first was buggy) SO there should be an light for the hole world. Then that static lights i just saw and hopefully dynamic lights...

bitblt

Quote from: "Payk"I will try but can promiss...i dont know if u heard from that magic gap which appears betweeen textures...it was hard to get rid of that and i had to play arround much...but i make a backup and give it a try.

Are you using quads or triangle spans? I think an isometric (45 degree) perspective would make some surfaces (steps and ledges) more visable.  Don't let me bother you Payk, keep up the great work.

Payk

I use both...for grounds ,the player, trees and walls i use quads...for the roof i use triangles... And u dont bother me your just interessted in improfe this...so no problem...hmhmi have tried out yourr view

As u see it would look great (sure the player and trees ahve wrong alngel now) But main problem is the view...i have to render more to fill the screen and that would mean less performance...i will think about that...

Thundrestrike

isometric looks cool if you can improve the players look  :D

Also...
Quote
This is part of a larger RPG maker project so stay tuned for updates...
is this going to be like a RPG maker for the DS? similar to RPGMAKER2003/2000?
size=24]▓☺▓[/size]
My modded DS

Neptune

Quote from: "Thundrestrike"isometric looks cool if you can improve the players look  :D

Also...
Quote
This is part of a larger RPG maker project so stay tuned for updates...
is this going to be like a RPG maker for the DS? similar to RPGMAKER2003/2000?

Heh...I'm surprised people remember RM2K/RM2K3, I was part of Don Miguel's team helping translate RM2K waaaaaaaaaaaaay back in the day :P back on SorceryNet #rm2k

Thundrestrike

Quote from: "Neptune"
Quote from: "Thundrestrike"isometric looks cool if you can improve the players look  :D

Also...
Quote
This is part of a larger RPG maker project so stay tuned for updates...
is this going to be like a RPG maker for the DS? similar to RPGMAKER2003/2000?

Heh...I'm surprised people remember RM2K/RM2K3, I was part of Don Miguel's team helping translate RM2K waaaaaaaaaaaaay back in the day :P back on SorceryNet #rm2k

i used it like 3 days ago  :lol:

back on subject now  :)
size=24]▓☺▓[/size]
My modded DS

Payk

Yes it will be an RPG-MAER the one or other way. We dev. to software for making games. One for nds and one for pc and we will see which ine will be released. But both make games for nds

bitblt

Quote from: "Payk"I use both...for grounds ,the player, trees and walls i use quads...for the roof i use triangles... And u dont bother me your just interessted in improfe this...so no problem...hmhmi have tried out yourr view

As u see it would look great (sure the player and trees ahve wrong alngel now) But main problem is the view...i have to render more to fill the screen and that would mean less performance...i will think about that...

That looks very good Payk.  I understand about the player and trees.  Do you like it better isometric?  I'm confident you will discover a clever optimization.  :wink:

Payk

Yes mainproblem is that viewrange is in that view much larger...and if u set up all to see as far as possible framerate is down...hmhmhm i have to think about a good method to solve that...othervice i could also rotate houses and objects to get a similar view...

DimensionT

Dang, the isometric view and lighting look pretty awesome.  The character just needs to be fixed, which doesn't seem to hard.  I was thinking maybe you could use some sort of fog effect to solve the framerate issues, though you probably don't want every map in the game to be foggy, :lol:.

Is there any way you could add 8-way movement (or maybe even touch screen movement)?  It doesn't seem like standard UP DOWN LEFT RIGHT would do it justice with the paths and such at an angle.  You could still use the same character animations (8-way characters would be a pain to make or find :D).

Payk

Sorry guys it looks awesome sure...but the framerate is realy bad if i set up the viewrange matching to it...it normaly renders 13x13 fields (some have just ground other have borders for hightmaps, trees and more)
thats no problem...but in that view i have to render about 20x20 fields...
so 13^2=169; 20^2=400; So framerate is less then half like before...Thats not good belive me. U dont want to game it like that...
I can tweak here and there but it will be lame for sure...thats not my favor even without lights and shadows its to lame...

bitblt

Quote from: "Payk"Sorry guys it looks awesome sure...but the framerate is realy bad if i set up the viewrange matching to it...it normaly renders 13x13 fields (some have just ground other have borders for hightmaps, trees and more)
thats no problem...but in that view i have to render about 20x20 fields...
so 13^2=169; 20^2=400; So framerate is less then half like before...Thats not good belive me. U dont want to game it like that...
I can tweak here and there but it will be lame for sure...thats not my favor even without lights and shadows its to lame...

Divide and conquer . . .

Have you considered using BSP trees as an optimization?  A BSP tree will do wonders for eliminating hidden surfaces in complex worlds.  You could actually use a relatively simple 2D BSP method for orthogonal worlds such as yours.  The problem with working with BSP trees is your world would be mostly static. Primitives like doors, elevators, dynamic lights and actors would require separate processing.

Octrees (or quadtrees) might be more useful.  They aren't as efficient as BSP trees, but octrees provide more flexibility so worlds can be more dynamic. They are also more straight forward to implement. You could use quadtrees with height information for orthogonal worlds like yours. Are you already using quadtrees?

I'm guessing you are currently using some kind of height mapping technique?  With height mapping, primitives like elevators and rising floors should be simple to implement.  If you use two layers of height maps, ceiling height and floor height, you should be able to create bridges and whatnot.

Again . . . don't let me bother you Payk.

DimensionT

Lol, I've been wanting to do some coding, but after getting half way through Bitblt's post (and my brain farting out) I think I'll just stick to writting music :lol:.