Alpha Foundation
Alpha Foundation
This is a small demo of my on-going RPG game project currently called Alpha Foundation. It's a fantasy/sci-fi console type game.
Please note: the link is temporary, and I'll move to Irrhost as soon as it becomes available!!!
The demo is around 18MB zipped. Read "readme.txt" before launching for keyboard keys.
For some screenshots and downloading, go to:
http://members.lycos.co.uk/x4861/
Ahh, one more thing.. If you download this demo and try it, please tell me what is your FPS while being outside in town (FPS is shown on the window caption) and also how fast is your computer.
For me on Athlon XP 1700, I get ~50 FPS.
X
Please note: the link is temporary, and I'll move to Irrhost as soon as it becomes available!!!
The demo is around 18MB zipped. Read "readme.txt" before launching for keyboard keys.
For some screenshots and downloading, go to:
http://members.lycos.co.uk/x4861/
Ahh, one more thing.. If you download this demo and try it, please tell me what is your FPS while being outside in town (FPS is shown on the window caption) and also how fast is your computer.
For me on Athlon XP 1700, I get ~50 FPS.
X
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- Posts: 386
- Joined: Thu Sep 25, 2003 12:43 pm
- Contact:
Thanks for good comments!
The graphical rendering of Irrlicht engine itself is very fast. I have, however, written my own scene managament and one of the things it does is testing the visibility of objects bounding box against the view frustrom before rendering. For large areas this speeds up everything by factor of 1.5-3.
The graphical rendering of Irrlicht engine itself is very fast. I have, however, written my own scene managament and one of the things it does is testing the visibility of objects bounding box against the view frustrom before rendering. For large areas this speeds up everything by factor of 1.5-3.
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- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
Wow good work, your screens look great!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
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- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
Wow! I tested it and it's GREAT!!!
continue your great work!
BTW, what modeler do you use for your maps, characters? They are awesome.
continue your great work!
BTW, what modeler do you use for your maps, characters? They are awesome.
Could you post some code when your project is finished? It would be very helpful.I have, however, written my own scene managament and one of the things it does is testing the visibility of objects bounding box against the view frustrom before rendering. For large areas this speeds up everything by factor of 1.5-3
I will consider making it open-source at some point of time although I would be ashmed since this is fast-and-dirty type of project.
I'm using Neverwinter Night models and also their own native format (MDL). Unfortunately they don't offer lightmaps, so I will have to live without them.
The world is created using _tiles_ (one tile is 10x10 3d model) just like in 2d games. Each tile can be rotated & translated, and then custom objects are added into the scene. I'm using Neverwinter Nights toolset to construct levels as well it is very advanced and flexible modeler, and they have HUGE HEAPS of custom-created tilesets and models (including animations, particle systems, etc).
However their 3d format is tricky, and from the first glance doesn't quite fit into the Irrlicht system, which is one of the reasons I created my own scene managament. The problem is with animations that can be inherited from parent objects. If someone manages to implement a good solution, that would give people a nice addition to possible content. See
http://www.wnwn.net/mdl/
for introduction of MDL textual format (they also have binary format which isn't documented, but source that can parse it is available).
I'm using Neverwinter Night models and also their own native format (MDL). Unfortunately they don't offer lightmaps, so I will have to live without them.
The world is created using _tiles_ (one tile is 10x10 3d model) just like in 2d games. Each tile can be rotated & translated, and then custom objects are added into the scene. I'm using Neverwinter Nights toolset to construct levels as well it is very advanced and flexible modeler, and they have HUGE HEAPS of custom-created tilesets and models (including animations, particle systems, etc).
However their 3d format is tricky, and from the first glance doesn't quite fit into the Irrlicht system, which is one of the reasons I created my own scene managament. The problem is with animations that can be inherited from parent objects. If someone manages to implement a good solution, that would give people a nice addition to possible content. See
http://www.wnwn.net/mdl/
for introduction of MDL textual format (they also have binary format which isn't documented, but source that can parse it is available).
I have moved to Irrhost!!!
The new link is:
http://gamerzlite.com/dread/Irrhost/Alpha/
PC-XT, for culling, see a discussion in Advanced Help forum:
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3330
In particular, the comment by Electron. His function CPortalSystem::isNodeFrustumCulled(ISceneNode* node) has even better culling than mine (I took his approach as well )
As for the fog, I'm using standart Irrlicht fog function:
driver->setFog(color, true, 15, 40, true, true)
but make sure that the fog color is same as background color, then it will blend nicely.
The new link is:
http://gamerzlite.com/dread/Irrhost/Alpha/
PC-XT, for culling, see a discussion in Advanced Help forum:
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3330
In particular, the comment by Electron. His function CPortalSystem::isNodeFrustumCulled(ISceneNode* node) has even better culling than mine (I took his approach as well )
As for the fog, I'm using standart Irrlicht fog function:
driver->setFog(color, true, 15, 40, true, true)
but make sure that the fog color is same as background color, then it will blend nicely.
Irrhost is down... so I'm moving back to:
http://members.lycos.co.uk/x4861/
Sorry for inconvenience!
http://members.lycos.co.uk/x4861/
Sorry for inconvenience!