Project: "Summertime"
Update:
Back again already.
Anyways, I got my Irrlicht all built up, and am working on porting all my Summertime code over to Mac OS X right now!
<offtopic>
I just have to say that I am falling in love with Mac OS X programming already, especially the frameworks like vecLib which provide hardware-acceleration for vector manipulation in SIMD format, etc. I am sure to try out all these things, and see how much faster programs run with them.
Back again already.
Anyways, I got my Irrlicht all built up, and am working on porting all my Summertime code over to Mac OS X right now!
<offtopic>
I just have to say that I am falling in love with Mac OS X programming already, especially the frameworks like vecLib which provide hardware-acceleration for vector manipulation in SIMD format, etc. I am sure to try out all these things, and see how much faster programs run with them.
TheQuestion = 2B || !2B
Update:
Time for my final update of the night...or I guess I should say morning.
I got the Summertime Mac OS X build running smooth, the only thing left to do is download the source to ALUT, build it, and then write irrOpenAL for the Mac. After that, my Mac version will be up-to-date with my Windows version.
And I tried to build Bullet earlier, while building Irrlicht, and it only got 25% off the way through before throwing me a crapload of errors saying the it couldn't link to GLUT and things like that. I don't know why since it was sitting right in its respective lib category, oh well, I am going to call it a night.
Time for my final update of the night...or I guess I should say morning.
I got the Summertime Mac OS X build running smooth, the only thing left to do is download the source to ALUT, build it, and then write irrOpenAL for the Mac. After that, my Mac version will be up-to-date with my Windows version.
And I tried to build Bullet earlier, while building Irrlicht, and it only got 25% off the way through before throwing me a crapload of errors saying the it couldn't link to GLUT and things like that. I don't know why since it was sitting right in its respective lib category, oh well, I am going to call it a night.
TheQuestion = 2B || !2B
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- Posts: 219
- Joined: Fri Apr 13, 2007 8:29 pm
- Location: Illinois
- Contact:
MasterGod: No, no linux version is planned since I don't have a computer with linux installed.
Anyone who is willing to help with any aspect of this game can shoot me a message here on the forum.
FlyingIsFun: Yes, I have to get in contact with dejai though to get some modeling done. I don't just want to through out a techdemo that isn't up to par, and just using Sydney and the Quake map.
Anyone who is willing to help with any aspect of this game can shoot me a message here on the forum.
FlyingIsFun: Yes, I have to get in contact with dejai though to get some modeling done. I don't just want to through out a techdemo that isn't up to par, and just using Sydney and the Quake map.
TheQuestion = 2B || !2B
Okay, well I had another busy night, and I figured I would post some screenshots of my work. This currently is the work for thte high school level of Summertime.
I couldn't reach dejai, so I figured I would take a shot at it, and help him out.
Anyways, as you can see, the geometry is currently not optimized at all, the walls can use a lot of work before they are optimized. Although it is currently weighing in at only a modest ~1000 polygons.
Note: Big images, 1280x1024
Render showing off my bad lighting skills:
[img=http://aycu27.webshots.com/image/40146/2000184579439435832_rs.jpg]
Wireframe #1:
[img=http://aycu35.webshots.com/image/38194/2000128976664632133_rs.jpg]
Wireframe #2:
[img=http://aycu27.webshots.com/image/39386/2000173716956287807_rs.jpg]
Wireframe #3:
[img=http://aycu34.webshots.com/image/39753/2000180587443405425_rs.jpg]
I couldn't reach dejai, so I figured I would take a shot at it, and help him out.
Anyways, as you can see, the geometry is currently not optimized at all, the walls can use a lot of work before they are optimized. Although it is currently weighing in at only a modest ~1000 polygons.
Note: Big images, 1280x1024
Render showing off my bad lighting skills:
[img=http://aycu27.webshots.com/image/40146/2000184579439435832_rs.jpg]
Wireframe #1:
[img=http://aycu35.webshots.com/image/38194/2000128976664632133_rs.jpg]
Wireframe #2:
[img=http://aycu27.webshots.com/image/39386/2000173716956287807_rs.jpg]
Wireframe #3:
[img=http://aycu34.webshots.com/image/39753/2000180587443405425_rs.jpg]
TheQuestion = 2B || !2B
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Halifax, are you planning to use Lightmaps? From what I see the render seem to come from a direct lighting. Your modeling of the level is good. (Planning to use some textures on this?)
You could "bake" the lighting in maps, and use GlobalIllumination to create your maps. (I see that your using Blender, cool to see it running on a Mac! )
You could "bake" the lighting in maps, and use GlobalIllumination to create your maps. (I see that your using Blender, cool to see it running on a Mac! )
Yes I am using lightmaps, and I want to add some Parallax mapping, or Normal mapping on some objects, but I know of nothing that supports both those and lightmapping.
Yeah the render that I did came from lights that I just set up to see the level, no real lighting.
And yes I am planning on using some textures, which has got me especially worried, and even more thinking about an occulsion algorithm.
You will be able to see this implementation, in the modeling, of the workings for the occulsion which is basically no MainArea is connected to another MainArea without a hallway that doesn't turn at least 90 degrees.
The reason I do this is because no MainArea can then be seen from another MainArea except when the hallway is seen. That means I load the MainArea connected to the hallway if any. This helps because only 2 MainAreas and 1 Hallway can be in memory at one time. Another reason this helps is that I am planning on having a lot of 2048x2048 textures per level, and no more than ~51 textures of that size can be in a 256MB GPU.
So with this occlusion system I am expecting to lower the number of textures in the GPU at one time, so that no disk swapping has to be done.
I will be writing an irrEdit plugin to help with the definition of MainArea's and Hallways.
Yeah the render that I did came from lights that I just set up to see the level, no real lighting.
And yes I am planning on using some textures, which has got me especially worried, and even more thinking about an occulsion algorithm.
You will be able to see this implementation, in the modeling, of the workings for the occulsion which is basically no MainArea is connected to another MainArea without a hallway that doesn't turn at least 90 degrees.
The reason I do this is because no MainArea can then be seen from another MainArea except when the hallway is seen. That means I load the MainArea connected to the hallway if any. This helps because only 2 MainAreas and 1 Hallway can be in memory at one time. Another reason this helps is that I am planning on having a lot of 2048x2048 textures per level, and no more than ~51 textures of that size can be in a 256MB GPU.
So with this occlusion system I am expecting to lower the number of textures in the GPU at one time, so that no disk swapping has to be done.
I will be writing an irrEdit plugin to help with the definition of MainArea's and Hallways.
TheQuestion = 2B || !2B
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- Joined: Fri Apr 13, 2007 8:29 pm
- Location: Illinois
- Contact:
@FlyingIsFun: Oh I am not doing lightmapping in Blender, I was actually considering irrEdit as my lightmapper of choice just because I have it at hand, and know how to use it, although I would prefer something a little more powerful. I guess I will decide on that when the time comes though.
@GameDude: Graphics weren't my thing either until I found out that you will get nowhere if you sit around try to search for someone to model for you.(most of the time)
@GameDude: Graphics weren't my thing either until I found out that you will get nowhere if you sit around try to search for someone to model for you.(most of the time)
TheQuestion = 2B || !2B
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@SwitchCase: PM sent.
Update:
I had a bit of success with texturing today, I found a great floor texture so far, and I added a new garden/planter by the window with a great texture provided from Blender cdpack. I also plan on putting some small klasker trees there to mimic short stub trees, I don't know if anybody else has seen them, but I have them in my school.
Anyways, more to the point, does anyone know of a good place to find some hi-res textures such as 2048x2048 that are free? They don't need to be seamless.
Update:
I had a bit of success with texturing today, I found a great floor texture so far, and I added a new garden/planter by the window with a great texture provided from Blender cdpack. I also plan on putting some small klasker trees there to mimic short stub trees, I don't know if anybody else has seen them, but I have them in my school.
Anyways, more to the point, does anyone know of a good place to find some hi-res textures such as 2048x2048 that are free? They don't need to be seamless.
TheQuestion = 2B || !2B
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- Posts: 219
- Joined: Fri Apr 13, 2007 8:29 pm
- Location: Illinois
- Contact: