Draconia - Discontinued..
Draconia - Discontinued..
Draconia is currently a buggy and partialy completed RPG framework.
I am very busy at work so I don't get much time to work on my hobby but I thought others may want to examine it. Expecially those who want a high detailed large tiled terrain.
If you are the owner of any content or code and would like it removed or the credits changed, please send me your requirements
brett(dot)r(dot)jones(at)gmail(dot)com
The irrlicht version is not standard. It is a combination of irrlicht, irrspintz and my own additions
Requres visual c++ 7.1/windows to build
Mostly completed
1.) Implemented some integration of newton physics with the irrlicht graphic engine.
2.) Basic server database using SqlLite:
3.) Local area server find via UDP Broadcast.
4.) Basic TCP Packet communication.
5.) Dynamic Terrain Loading
6.) In game world editor
7.) Terrain Generator based on Diamond/Square algorithum
8.) Terrain automated texturizer.
9.) Detachable Hair, cloths, armor, weapons etc.
10.) Encrypted Neworking
11.) Shader for changing player skin color ect.
12.) Ability to add embedded entities in tiles that are automatically created and deleted as the player moves
Very Litte Completed
1.) Game Content
2.) Special Effects for magic etc.
Not even started
1.) Game rules and economy
2.) Path finding
3.) Spawning
Download ( Source and executable )(33 MB ) ( requires 375 MB of drive space when terrain is generated )
http://www.tronacom.com/downloads/Draconia_v0.01.rar
Snapshot
http://www.tronacom.com/downloads/draconia_snapshot.JPG
I am very busy at work so I don't get much time to work on my hobby but I thought others may want to examine it. Expecially those who want a high detailed large tiled terrain.
If you are the owner of any content or code and would like it removed or the credits changed, please send me your requirements
brett(dot)r(dot)jones(at)gmail(dot)com
The irrlicht version is not standard. It is a combination of irrlicht, irrspintz and my own additions
Requres visual c++ 7.1/windows to build
Mostly completed
1.) Implemented some integration of newton physics with the irrlicht graphic engine.
2.) Basic server database using SqlLite:
3.) Local area server find via UDP Broadcast.
4.) Basic TCP Packet communication.
5.) Dynamic Terrain Loading
6.) In game world editor
7.) Terrain Generator based on Diamond/Square algorithum
8.) Terrain automated texturizer.
9.) Detachable Hair, cloths, armor, weapons etc.
10.) Encrypted Neworking
11.) Shader for changing player skin color ect.
12.) Ability to add embedded entities in tiles that are automatically created and deleted as the player moves
Very Litte Completed
1.) Game Content
2.) Special Effects for magic etc.
Not even started
1.) Game rules and economy
2.) Path finding
3.) Spawning
Download ( Source and executable )(33 MB ) ( requires 375 MB of drive space when terrain is generated )
http://www.tronacom.com/downloads/Draconia_v0.01.rar
Snapshot
http://www.tronacom.com/downloads/draconia_snapshot.JPG
Last edited by drac_gd on Thu Apr 26, 2007 10:39 am, edited 2 times in total.
I would be interested in why this project is uninteresting
Please answer with contructive critique or pick letter(s) ( Yes Midnight I even want your snide remarks )
Some reasons I can think of
A.) Uses customized irrlicht instead of the standard branch
B.) Overly complex
C.) Buggy and incomplete
D.) Large download size
E.) Is under Zlib style licence instead of public domain
F.) Is VisualC++/MFC only enviroment
G.) Other
Please answer with contructive critique or pick letter(s) ( Yes Midnight I even want your snide remarks )
Some reasons I can think of
A.) Uses customized irrlicht instead of the standard branch
B.) Overly complex
C.) Buggy and incomplete
D.) Large download size
E.) Is under Zlib style licence instead of public domain
F.) Is VisualC++/MFC only enviroment
G.) Other
I've been on travel and haven't had time to look, but the screenshot is very interesting. I'll tell you 2 killers, which you've already pointed out....
A.) Uses customized irrlicht instead of the standard branch
F.) Is VisualC++/MFC only enviroment
A, because people are scared to use something that takes them away from Irrlicht's main branch, even though the customized "branches" of Irrlicht have always been better and standard Irrlicht has not implemented any new and exciting features since v0.14.
F, because Open source communities are a heavy majority of Linux fanboys. If you don't support their oh so precious Linux, they will behead you and kick your corpse.
Look at IrrSpintz, look at sio2's demo's. Unless you give this community exactly what EVERYONE wants( code, Linux/Windows support, use Standard Irrlicht( except no demo worth a damn, can use standard Irrlicht unless you want to show 5 year old concepts and demos ), exact step-by-step instructions on how to use features so people don't have to think for themselves, and a few more smaller things ), you're project will not be successful.
While it's nice to get compliments and have your hard work noticed, this, or any other Open Source community, IMHO, is not the place to look for it. Be proud of your own work, know that you've done what 99% of the people here can't and look for more recognition on game development forums.
DISCLAIMER: To everyone else, if you detect a bit of a jaded attitude, then good, maybe you finally get the point!
A.) Uses customized irrlicht instead of the standard branch
F.) Is VisualC++/MFC only enviroment
A, because people are scared to use something that takes them away from Irrlicht's main branch, even though the customized "branches" of Irrlicht have always been better and standard Irrlicht has not implemented any new and exciting features since v0.14.
F, because Open source communities are a heavy majority of Linux fanboys. If you don't support their oh so precious Linux, they will behead you and kick your corpse.
Look at IrrSpintz, look at sio2's demo's. Unless you give this community exactly what EVERYONE wants( code, Linux/Windows support, use Standard Irrlicht( except no demo worth a damn, can use standard Irrlicht unless you want to show 5 year old concepts and demos ), exact step-by-step instructions on how to use features so people don't have to think for themselves, and a few more smaller things ), you're project will not be successful.
While it's nice to get compliments and have your hard work noticed, this, or any other Open Source community, IMHO, is not the place to look for it. Be proud of your own work, know that you've done what 99% of the people here can't and look for more recognition on game development forums.
DISCLAIMER: To everyone else, if you detect a bit of a jaded attitude, then good, maybe you finally get the point!
Last edited by Spintz on Mon Apr 23, 2007 12:08 pm, edited 1 time in total.
i guess it is unteresting because most of the people here either are experienced enough so they don't need something like this or they don't know anything so they simply arent't able to use it.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Thanks Spintz for your reply. I have long been a fan of your work.
I am not really jaded ( at least not a lot ) because I was not looking forward to answering a lot of questions anyway. What you said makes sense. The problem with using just standard irrlicht is that it is only a rendering engine. For a complete game tight integration of rendering/entities/game logic makes for a better less buggy game in the end. Dont get me wrong Irrlicht is the finest graphics Engine I have found. Thats why I use it. But it requires customization for a full rpg game.
I am not really jaded ( at least not a lot ) because I was not looking forward to answering a lot of questions anyway. What you said makes sense. The problem with using just standard irrlicht is that it is only a rendering engine. For a complete game tight integration of rendering/entities/game logic makes for a better less buggy game in the end. Dont get me wrong Irrlicht is the finest graphics Engine I have found. Thats why I use it. But it requires customization for a full rpg game.
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I love irrlicht, I am a big fun of this engine as well as its community, but I am not a user of this engine anymore.... I have this saying "What u code is what u get" . I went simply developing for windows platform, and I think it is because I could not compile Irrlicht with DX9 to a usable dll
what is this thing...
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well Spintz I had issues.... I can not say that engine is wrong because theese issues were a result of me not exactly knowing what happens, and I just thought myself so much times, that's not needed, that's not needed... but I never was recompiling irlicht...... I was debuging (spectating like) from up to down and it inspired me. To create my own rendering, through DX, or OGL later, and to develop development tools by MFC which can get cool to use and so... and more people can enjoy because it runs on platform that dominates.... hmm, but I try to avoid MS runtime I use as much as I can of course.... but fighting at 2 fronts is difficult and man has got to chooseHUH?
what is this thing...
even with dev-c++ it is no problem to compile irrlicht with dx9.....
i wonder why so many people are not able to change some compiler flags and add libs to the linker...it's as simple as that...
i wonder why so many people are not able to change some compiler flags and add libs to the linker...it's as simple as that...
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
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- Location: Michigan
- Contact:
well right now the reason i dont get into irrlicht is because i have a limited amount of expirience with compilers, and getting used to a c++ compiler ide pisses me off so bad that i dont feel like dealing with it anymore, thats why im still using 3dgamestudio, because there is not so much pre-coding setup.
Wow the features described here are amazing, how long did this take you?! Also a terrain that takes up 300mb has really gotta be something lol
@Spintz: I don't know anyone here who is not a big fan of irrspintz, ask anyone they will say its good work...But they are too afraid to move away and have probably never used it like you said
What are you looking for exactly, recognition? I think you already have this..most people that hear of irrlicht hear of irrSpintz instantly when they ask about terrain tiling, or special particle emitters, or VBOs or whatever.
@Spintz: I don't know anyone here who is not a big fan of irrspintz, ask anyone they will say its good work...But they are too afraid to move away and have probably never used it like you said
What are you looking for exactly, recognition? I think you already have this..most people that hear of irrlicht hear of irrSpintz instantly when they ask about terrain tiling, or special particle emitters, or VBOs or whatever.
BlindSide,
In truth it has been 1 year+ parttime ( I work 50+hrs a week at work )
The bulk of the time has been to create a multithreaded terrain loader that does not make the game stutter as the the tiles are loaded as the player moves. If you look at the terrain each tile is 128x128 pixels.. and the default terrain 64x64 tiles 128x128 pixels each ( total 67,108,864 pixels ) but can be changed to much larger by changing the terrain generator tiles per side in terra_gen_defs.csv. The terrain size is only limited by how big of a file is allowed and how much time a user will allow for the terrain to be generated. Here is another snapshot
as you can see you can add pictures into the terrain by defining them in
terra_bmp_overrides.csv I didnt add alot of pictures into the terrain because of download size. Even though the terrain is 67,108,864 pixels you wont run out of video card texture memory because the tiles are automatically loaded/unloaded as the player moves and only 1,638,400 pixels are in use no matter how large the terrain is.
In truth it has been 1 year+ parttime ( I work 50+hrs a week at work )
The bulk of the time has been to create a multithreaded terrain loader that does not make the game stutter as the the tiles are loaded as the player moves. If you look at the terrain each tile is 128x128 pixels.. and the default terrain 64x64 tiles 128x128 pixels each ( total 67,108,864 pixels ) but can be changed to much larger by changing the terrain generator tiles per side in terra_gen_defs.csv. The terrain size is only limited by how big of a file is allowed and how much time a user will allow for the terrain to be generated. Here is another snapshot
as you can see you can add pictures into the terrain by defining them in
terra_bmp_overrides.csv I didnt add alot of pictures into the terrain because of download size. Even though the terrain is 67,108,864 pixels you wont run out of video card texture memory because the tiles are automatically loaded/unloaded as the player moves and only 1,638,400 pixels are in use no matter how large the terrain is.