SUPREMACY ERRANDS - v1.6
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SUPREMACY ERRANDS - v1.6
>> BEFORE COMMENTING OR VOTING IN THE POLL
PLEASE GO TO THE LAST POSTS TO SEE AN ACCURATE
STATUS OF THIS PROJECT>>
CURRENT VERSION : 1.6.0
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Hello guys, I would like to pre-announce my game. It will be ready at the end of this week. It's just a demo, for now .
It will be a GTA type game, here is a brief description :
"THE first SUPREMACY ERRANDS DEMO ( v.1.0 ) will be released on the end of this week, probably on the 21st. This demo will feature :
-> 1st player camera movement (3rd person camera will be implemented in the future);
-> One part of the main city ( Morano Heights ), that includes : shops ( Tuff Burger, Minnie's Clothes and Shoes, COMP-Components, Tauros Auto Import-Export ), residential buildings, company buildings, houses, villas, parks, and many more);
-> 3D full environment;
-> Music, sounds (ambient and FX) ;
-> Atmospherics (daylight shadows on ground based on sun and clouds movement);
-> Simple physics laws, like gravitation, inertia. "
I have created a site for it too, wich will be ready after I release the demo :
http://supremacy.sourceforge.net/
See you in a few days.
PLEASE GO TO THE LAST POSTS TO SEE AN ACCURATE
STATUS OF THIS PROJECT>>
CURRENT VERSION : 1.6.0
-----------------
Hello guys, I would like to pre-announce my game. It will be ready at the end of this week. It's just a demo, for now .
It will be a GTA type game, here is a brief description :
"THE first SUPREMACY ERRANDS DEMO ( v.1.0 ) will be released on the end of this week, probably on the 21st. This demo will feature :
-> 1st player camera movement (3rd person camera will be implemented in the future);
-> One part of the main city ( Morano Heights ), that includes : shops ( Tuff Burger, Minnie's Clothes and Shoes, COMP-Components, Tauros Auto Import-Export ), residential buildings, company buildings, houses, villas, parks, and many more);
-> 3D full environment;
-> Music, sounds (ambient and FX) ;
-> Atmospherics (daylight shadows on ground based on sun and clouds movement);
-> Simple physics laws, like gravitation, inertia. "
I have created a site for it too, wich will be ready after I release the demo :
http://supremacy.sourceforge.net/
See you in a few days.
Last edited by andrei25ni on Sun Jun 27, 2010 11:24 am, edited 15 times in total.
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- Posts: 326
- Joined: Wed Dec 14, 2005 10:08 pm
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- Posts: 326
- Joined: Wed Dec 14, 2005 10:08 pm
Thank you, dawasw.
As for the viewing of buildings in background, you can do this by changing the Draw Far Distance option (that I will now implement). I tired to keep the level as low-poly as posible, because there will be a very big map, and I'm not worying about a bad framerate on a medium computer.
Second question, I first implemented Newton as a physics engine, but things went wrong (I'm a noob with Newton), so for now there will be just the Irrlicht 'physics'.
Bye.
As for the viewing of buildings in background, you can do this by changing the Draw Far Distance option (that I will now implement). I tired to keep the level as low-poly as posible, because there will be a very big map, and I'm not worying about a bad framerate on a medium computer.
Second question, I first implemented Newton as a physics engine, but things went wrong (I'm a noob with Newton), so for now there will be just the Irrlicht 'physics'.
Bye.
Well that sounds scary if you want to make this vehicle (on the screen) rideable... Without Newton hmm I dunno how I would try to do vehicle physics with irrlicht's build-in physics
I think you really should get back to newton and spend more time with it - it's worth (but I personally never set up vehicle physics with newton except some fps motives)
If I remember good there were few tutorials with newton's vehicle physics.
As for draw distance - good idea, but maybe to increase frame rate you could make some zones in the world and update them even with a simple distance from 3d line.
That are only my little advices , don't get it as a 'request' or something.
I think you really should get back to newton and spend more time with it - it's worth (but I personally never set up vehicle physics with newton except some fps motives)
If I remember good there were few tutorials with newton's vehicle physics.
As for draw distance - good idea, but maybe to increase frame rate you could make some zones in the world and update them even with a simple distance from 3d line.
That are only my little advices , don't get it as a 'request' or something.
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I'm perfectly aware that I can't do anything with Irrlicht physics, so that's why this first demo won't have rideable cars , and implementing Newton will be the first thing on my priority list after this release.
I tried a vehicle tutorial, but it was kind of old, the versions weren't compatible.
And thanks dawasw for your advices.
I tried a vehicle tutorial, but it was kind of old, the versions weren't compatible.
And thanks dawasw for your advices.
Last edited by andrei25ni on Sat Apr 29, 2006 5:21 pm, edited 1 time in total.
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Look for virtual city its a good project that implemented city rendering! don pedro was going to make it open source but i think u can ask him for the source and take help from his rendering techniques, this way u can make it high poly with no decrease in fps rate! Or search for city rendering techniques and implement those it can help u a lot, u would have to make a custom scene node to implement those though! By the way u are doing a great work!
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RapchikProgrammer...
Well I was waiting for his source code release, he said it will be soon. But thanks for the advice.
Well I was waiting for his source code release, he said it will be soon. But thanks for the advice.
Last edited by andrei25ni on Sat Apr 29, 2006 5:22 pm, edited 1 time in total.
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