Realtime strategy project

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Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Realtime strategy project

Post by Vandal »

Author: Vandal
Tool: VC++ and Irrlicht
Name: undecided

I am creating free 3D-RTS, in which several units move and fight simultaneously like AOE1(not AOE3). Its background may be medieval probably, but I have not designed units' models at all.
Now I am contriving fundamental programing parts --adjusting different units' logics and getting rid of bugs. So I may complete it in the considerable future.

Demo:
http://rapidshare.com/files/256777093/demo.wmv.html

Image
Last edited by Vandal on Fri Jul 17, 2009 10:16 am, edited 1 time in total.
exhys
Posts: 11
Joined: Fri Nov 07, 2008 2:35 am

Post by exhys »

interesting =). look 4ward 4 playable demo =).
Valmond
Posts: 308
Joined: Thu Apr 12, 2007 3:26 pm

Post by Valmond »

Me too, keep up the good work!
Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Post by Vandal »

I succeeded in drawing river at last.

Image
Last edited by Vandal on Thu Aug 27, 2009 2:46 pm, edited 2 times in total.
Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Post by Vandal »

I said my project's model was AOE before, but I am not to adopt its manufacture system.
For I used to play a certain RTS in which players gathered resources or materials, build facilities and make units and was feeling dissatisfaction that I wanted to concentrate on not production but battle. Manufacturing gives games various elements and possibility indeed, however I hoped for enjoying war more. Thus I like no-production-RTS such as Total War nowadays.
And I will make such a game in my project.
exhys
Posts: 11
Joined: Fri Nov 07, 2008 2:35 am

Post by exhys »

hey would u mind sharing your unit selection codes? i also had a rts game in mind but juz cant figure out how 2 do unit selection
Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Demo

Post by Vandal »

exhys
Posts: 11
Joined: Fri Nov 07, 2008 2:35 am

Post by exhys »

possible to upload to other file host other than rapidshare? like megaupload, easyshare or fileden.
omar shaaban
Posts: 616
Joined: Wed Nov 01, 2006 6:26 pm
Location: Cairo,Egypt
Contact:

Post by omar shaaban »

problems are not with proggramming but with making 3d models..
good luck though
Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Announcement

Post by Vandal »

Hello, everyone. I must report a very sad news here.
I have been making a RTS game by now, and created a demo version of it. But I have noticed that this game will not reach satisfactory level by testing the demo. For it is very unstable and slow --usually keeps no less than 15 fps. I have come to the conclusion that project has to be over.
Thank you for keeping your concern about my project. Good-bye. :cry:

http://www.mediafire.com/download.php?mtmizmiy4jz
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Hey, after all you`re creating this game, so if it`s unstable, than you`re the one to improve it, and if it runs slow, you should just think about optimizing it. Usually you try to find a way around, not give up. :wink:

1. You can use .md2 models with up to 500-600 trigs each.
2. You may draw the healthbars for a short time, after an unit is hurt and hide it after that. You can make 10 texture healthbar images, each showing 0, 10, 20, 30 and on health and use it as a billboard image above the unit since you`re showing lots of them at the same time, and the eaxctness of your unit health is not that important- it doesn`t matter if your unit is say 36 heath and your healthbar shows 30 or 35.
3. You can use "fog of war" to hide totally what`s not seen and on...
4. Use a plane with animated texture to represent water and on. You may change that anytime if you have enough fps.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
netpipe
Posts: 670
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

hey

Post by netpipe »

vandal dont give up so easily, post the source and others may be able to help. there are many speed tweaks one can do, mesh batching for one , vbo's and even poly reduction.
Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Post by Vandal »

Thank you all. I have felt limitation about my way. I'm thinking starting a new things.
Vandal
Posts: 14
Joined: Fri Jun 12, 2009 3:44 am

Experiment

Post by Vandal »

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