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Posted: Fri Dec 21, 2007 1:11 pm
by SwitchCase
This looks like it's going to be brilliant fuzzyspoon. Hope you stick with it. Best of luck. :)

Posted: Fri Dec 21, 2007 2:48 pm
by Dorth
Hum, why impostor? In-game, a good texture/shader will be just as good but incredibly faster.

Posted: Wed Dec 26, 2007 1:01 pm
by FuzzYspo0N
Some updates :

Check first post...

Posted: Tue Jan 01, 2008 1:07 am
by FuzzYspo0N
lol happy new year guys, have some screens :)

Posted: Tue Jan 01, 2008 4:04 am
by Monochrome
It looks fun, but personally, this is the kind of stuff i find more amusing to do in real life :p.

Posted: Tue Jan 01, 2008 8:33 am
by FuzzYspo0N
lol cool thanks for the feedback. i agree its more fun in real life, tho im aiming for a fun multiplayer game that will just be amusing and entertaining for a long time... where the game is quite easily moddable

Posted: Tue Jan 01, 2008 11:10 am
by sio2
Dorth wrote:Hum, why impostor? In-game, a good texture/shader will be just as good but incredibly faster.
An imposter is usually a billboard. Render it once to a texture then use that texture as a billboard (two triangles) for as many instances as you can in the scene. There are edge-cases but that's the general idea.

Posted: Thu Jan 03, 2008 12:44 pm
by FuzzYspo0N
Main post updated, see the first post in the thread. including main text

Posted: Thu Jan 03, 2008 8:39 pm
by FlyingIsFun1217
Very nice stuff!

FlyingIsFun1217

Posted: Fri Jan 04, 2008 3:01 pm
by FuzzYspo0N
thsnkd flyingisfun,

i just got your pm. gonna read it now

Posted: Fri Jan 04, 2008 11:47 pm
by FlyingIsFun1217
FuzzYspo0N wrote:thsnkd flyingisfun,

i just got your pm. gonna read it now
Cool.

Can't wait to see what kinda ideas you come up with for the SCR! ;)

FlyingIsFun1217

Posted: Sat Jan 05, 2008 12:02 am
by FuzzYspo0N
Yea actually im writing up the specs/document stuff about it now , soon i will upload all the planned releases and what functionality each release will have in it.

Such as : mesh deformations are planned in release 2.0 but that wud make it release #6 or so... inluding all the demos and tests...

Keep a look out, after the 8th jan, i plan to release demo 1, single player driving in a map like in the shots, just so ppl can get a feel :P

Posted: Sat Jan 05, 2008 12:20 am
by FlyingIsFun1217
That'll be a great way for me not to be depressed after going back to school after winter break!

FlyingIsFun1217

Posted: Fri Jan 11, 2008 6:37 am
by FuzzYspo0N
Im posting a quick update here

A quick update : I have been speaking to the newton guy directly (of the physics engine) and he has said that he will send me an advance of the newest version of the framework, as well as help me get the physics working as it is expected to using the new features of the physics!
This is great news IMO,
he said :
I would not worry about the behaviuor of the car in that version of newton.
It can be fixed but trought a lot of work, Netwon 2.00 have solutions of those problems in a more natural way.
[we fix the wrapper using 2 which is easy and]
then we get the shopping car workingh like you want.
I have a very high degree of confodent that I can get to work like it is expected.
On the graphics side, there has been some awesome motion with the map making. My friend from UGFX, reverthex, has jumped on as an artist and has come up with a demo map in a very quick time, which i am very pleased with. This is what it looks like without textures.
Image
Image

I have been UV mapping it a lot, and i am pleased with the outcomes, with smaller textures and the same high quality it makes for a great map, also with an ASTOUNDING 308 Polygons only, he really is gonna make some great maps (as am i) . We are also working on a set of doodads, that will be "loose" all over the level, which (surprise) IS moddable,using the maps as shells, adding physics enabled doodads for the map content. more details on this later :)

Multiplayer and framework side.

My multiplayer guy has been helping me a lot already, and is already working on the concepts pf the server, which will allow (yes, wow) the first demo release to run multiplayer as well! even online multiplayer! to me thats awesome news. He is also helping me with the AI a little in terms of the networking and single player gameplay to get used to the game etc. According to some quick estimation :
First release demo :progress:
GAME engine : 85 % (physics remains,as well as a menu(70%))
DEMo map : 80 % (textures and lighting)
Multiplayer : (only accounts for 20% TOTAL for the whole game, but so far it is just a design)

Extras : Tutorial 50% (needs physics to be added finish)
: Optimizing my trolley from 12000 Polys, thats nearly done(i took it down from 67000)
: the GUI framework (70%)
: The content management and filesystem (90%)

I am really happy to be making fast progress, especially running a full time job and lots of other things goin on, time difference delays on team "discussion" and stuff.
My planned release for demo 1 was early feb, and is still looking that way :D

Comments PLOX

Posted: Fri Jan 11, 2008 7:48 am
by dlangdev
~~~~ cool ~~~~.

wonder what program generated the map? is it 3dsmax, maya or something else?

thanks.