[Topic Restructured]OpenWorld (Terrain Editor Demo)

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kingdutch
Posts: 76
Joined: Tue Sep 02, 2008 7:01 am

[Topic Restructured]OpenWorld (Terrain Editor Demo)

Post by kingdutch »

Introduction
Hi everyone, I've been playing SecondLife quite a while and I really like the idea of people building their own world to live and interact with. However there were also some stuff in SecondLife I found lacking, like interaction with the real world (Like websites) and also the cost was bothering me.
Since I want to get better into Irrlicht I've decided to take a stab at building my own SecondLife in small steps. I want to go back to the core of customisation.

Features
- Terrain editing with terrain splatting for private regions and automatic height based terrain coloring on open regions
- Customisable avatars
- Simple building using primitive modification, scaling and linking
- Advanced blender/maya's 3d max object editing (Vertex level access)
- Support for item transferring/selling and keep the capability of editing the objects you created, even if they have transferred to other people with no-modify flags.
- Allow importing of models in popular format (md2, .x etc.)
- Allow animation for any object in the world
- Allow clothing to be put on both the player's avatar and on other objects to make easy showcasing
- Scripting system that allows interaction with the web (Texture loading from a url for example) and interaction with the world
- Support for native system filetypes like .docx/.txt or even .pptx
- Allow an object to function as a webbrowser (Could be included in the scripting system)

Way too big
Well yes, it's a very ambitious plan, which is why I want to tackle it in features, my current roadmap is to start out with the terrain editor, of which I already have a demo. Implement the avatar and camera system together with a base gui so I can easily add to that. From there on start implementing the networking so two or more people can see eachother online.

Resources (Clickies)
- Planning your game
- The base of editable terrain I've improved a bit on this making vertex selection more accurate and I'll post the improvements when I've finished the terrain editing demo, for which I need some gui stuff for which I'm planning to make a little callback system so my eventreceiver checks for collisions/clicks of gui elements, I'll post this too.
- An explanation of passing a function as a pointer for my GUIEvent Callback System
- http://wiki.secondlife.com/wiki/Video_T ... rraforming] An example of SL Terraforming, which in my opinion works great [/url]
- Some awesome demos for terrain LOD, water shading and cloud generation

Demo's
So far I've finished a little demo for the terrain editing, I hope to be able to release more as I implement more features.
Download link: http://www.xup.in/dl,10937421/ThirdLife.zip/
Controls:
Arrow keys - move around
Pg up/down - go up and down
Home/End - tilt camera up and down
Left/Right mouse button - Raise or lower land
Middle mouse button - Smooth land
Use the slider in the gui window to increase the size of your brush

Updates
3-5-2010
Rewrote this topic with some formatting, hopefully it's easier to read/skim and hopefully I get some more reply's/feedback :D

Thanks
Even though I'm nowhere near done I want to thank a few people so I don't forget them.
randomMesh, Tecan, Cobra171 for being in the chat and helping me.
Cloudef for seeming to be in the chat 24/7 and letting me look at his irrMaple (Check it out pretty nice project) source to help me structure my own project.
Last edited by kingdutch on Wed May 05, 2010 9:02 pm, edited 7 times in total.
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grunt
Posts: 96
Joined: Tue Aug 17, 2004 9:14 pm
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Post by grunt »

Well as far as the terrain editing is concerned. I have a method for that. Basically I get the terrain vertices on load and in the run loop if the mousebutton is down it pulls up or down the vertices depending on the brush being used. It is in .net but it should be pretty trivial to convert it. If I have to convert c++ code anybody else can convert it back.

If you want to use splatting, there is a forum post on here for d3d9. What I did was modify the engine to take 8 textures so i could use 7 splat textures and a lightmap.

pm me and ill send it to you.
kingdutch
Posts: 76
Joined: Tue Sep 02, 2008 7:01 am

Re: An openworld

Post by kingdutch »

Added a link to a little demo with source in the opening post. And I pressed quote instead of edit :lol:

EDIT: Uploaded a release build instead of a debug, should help some people without the MSVC debug tools :D
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