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Re: Build A World - new massive game, using Irrlicht
Posted: Fri Mar 20, 2015 4:25 pm
by sodandk
4 hours edited to 4 mins. by gameworkshop, showing BAW EDU tested by a class (13 year old students)
https://www.youtube.com/watch?v=h7rA4xjw7bE
Re: Build A World - new massive game, using Irrlicht
Posted: Fri Mar 20, 2015 11:27 pm
by sodandk
mist
https://www.facebook.com/media/set/?set ... 875&type=1
Blocks have 4 levels of moistness/wetness, ie. from dry to wet.
When blocks are wet/moist they give off mist in the early morning and in the evening.
Blocks can dry out over time... vegetation dies.
Re: Build A World - new massive game, using Irrlicht
Posted: Wed Mar 25, 2015 2:30 pm
by sodandk
Trainporn
https://www.facebook.com/media/set/?set ... 875&type=1
Actually a lot of fun to play with. Make sure tracks have power for the electrical trains, and make sure your dieseltrans have enough diesel.
Re: Build A World - new massive game, using Irrlicht
Posted: Fri Mar 27, 2015 3:47 pm
by sodandk
Distance-filter has been added to sounds, meaning that the longer away a sound is, the lower the treble is. Works very well.
Also sound-occlusion has beeen added for certain sounds. It's enabled on trains, so for example, as a train enters a tunnel, the volume is decreased by 50%. Basically, if you can't see the spot where the sound comes from, then the sound volume is down by 50%. Its a bit tricky, but more and more sound will get this feature enabled. A number of blocks will let sound go straight trough, like leaves and more...
Re: Build A World - new massive game, using Irrlicht
Posted: Sat Mar 28, 2015 3:31 pm
by sodandk
Yes, sounds are placed in the 3D world and you hear where they are.
Re: Build A World - new massive game, using Irrlicht
Posted: Mon Mar 30, 2015 4:33 pm
by sodandk
BAW uses FMOD
http://www.fmod.org/
plus BAW's own sound-occlusion ...
Re: Build A World - new massive game, using Irrlicht
Posted: Thu Apr 02, 2015 10:45 pm
by sodandk
Re: Build A World - new massive game, using Irrlicht
Posted: Wed May 06, 2015 12:57 pm
by sodandk
Re: Build A World - new massive game, using Irrlicht
Posted: Wed May 06, 2015 9:40 pm
by sodandk
yeah, yeah, as we are small team, we focus on the important things first: gameplay
but that said, the visuals will get an overhaul in the near future.
Also BAW has realtime gravity and water and other stuff, that is quite difficult to manage in a big free world,
and making it completely modifiable voxelwise would probably be too much.
Also BAW wont completely leave blocks... there is a reason LEGO is popular... making the game using all kinds of free shapes, will sort away 98% of the builder-players, as it get too difficult to understand and use.
Re: Build A World - new massive game, using Irrlicht
Posted: Fri May 08, 2015 8:54 pm
by christianclavet
Wow! Really good work! The trains are beautiful! This could surely be used as a train simulator now, with all the variety you added! Since you developped the mecanic to create tracks you could later create highways with cars, truck, and busses!
Also BAW has realtime gravity and water and other stuff, that is quite difficult to manage in a big free world,
Perhaps now, but could be an option. With all the realistic touches you've added so far, I don't think users would complaint too much if they have to upgrade their hardware to take full advantage of it!
If you could add the smoothing but with a toggle so people you decide to go "lego style", or other could decide to use it as realistic as possible (and get the proper hardware for it), with all the stuff now (fires, explosions, gravity), this could be used for far more than just gaming!
Re: Build A World - new massive game, using Irrlicht
Posted: Fri May 08, 2015 9:40 pm
by sodandk
The graphics-renderer is currently getting an full overhaul... Mat is in deep with that now ...
Re: Build A World - new massive game, using Irrlicht
Posted: Fri May 08, 2015 9:54 pm
by sodandk
oh, and yes, there will be added complete sets of road-pieces, like train-track, so users
can build roads, highways etc. and roads will be tagged in a system, so cars, buses etc., can automatically find
their way around in the world... will be fun.
Re: Build A World - new massive game, using Irrlicht
Posted: Sun May 10, 2015 7:47 pm
by sodandk
Ok, we will consider 'smoothing' of blocks. Maybe just ground/mountain.
One of the tracks on the testmap runs for 6-7 minutes and the cache works just fine, allowing continues travel in the world,
but for slower machines, the first time around, areas might be popping in. Also the current max speed is not 127 km.,
more like 50. But with the new visual system, and optimizations, 127 could be a possibility. Memorywise, the new vertex format
will cut away 70%, so lots less memory used and much faster decompression of regions.
BAW's pathfinder can easily find its way from one good road to the next, so no problem there
https://www.youtube.com/watch?v=H_aQSqx-r3A
Re: Build A World - new massive game, using Irrlicht
Posted: Thu May 14, 2015 8:13 pm
by sodandk
Re: Build A World - new massive game, using Irrlicht
Posted: Thu May 14, 2015 9:42 pm
by sodandk
This is basically version 1.0 of trains and tracks. Still some bugs to iron out.
But more stuff to come, and apply all that to cars, planes etc.