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| BJS - Battle Just Started |
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![]() nitramus Member since: 10/10/2006 From: Lipov, Czech Republic |
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We created an OpenSource multiplayer tank battle. You can get it from http://bjs.sourceforge.net/ We placed there a video from the game, another screenshots, user's and developer's documentation and one funny comix. If you do not have friends to a multiplayer match, you can still enjoy kicking some AI's ass. It's easy, trust us ;-) BJS Team. [Edited by - nitramus on December 21, 2006 5:05:05 AM] |
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![]() Tobberian Member since: 6/23/2006 |
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| Reminds me a bit of Wild metal country. :) nice. But tank fysics felt too rigid, perhaps a tad more weight, spinn, slide. Often the mountains obscured the player, so camera automation needs added angle check or something. Better control on view and zoom could help too. Biggest annoyance.. too much and spamming Sound-fx, also the engine sound should have pitch or at least volume that goes way down when not driving. (all voice btw? a bit different:) Ran at 7-40 avg 28 fps on my (below minimum) Gef4 ti4400 Amd 800Mhz Oh well! :) [Edited by - Tobberian on December 22, 2006 5:13:00 AM] |
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![]() hymerman Member since: 12/18/2004 From: Loughborough, United Kingdom |
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| I agree, very much like Wild Metal Country! Or that game by LDA, Tread Marks. That was the best £2.75 I ever spent :) Looking good though, I love the graphical style! |
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![]() Steadtler Member since: 1/31/2002 From: Montreal, Canada |
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| Reminds be a bit of Think Tanks. Good job! Tank battles are fun :P |
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![]() nitramus Member since: 10/10/2006 From: Lipov, Czech Republic |
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| Thanks for your feedback. We know about the "bad camera behaviour" and will try to make it better in some future release. And yes, we were inspired by Think Tanks and Tread Marks a bit. I finished downloading Wild Metal Country now and I am going to try it ;) Gameplay is better in all these games, I know. But BJS is free and we will try to improve it in future releases. [Edited by - nitramus on December 23, 2006 5:48:49 AM] |
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![]() Loo Wang Member since: 12/8/2005 From: Lohr, Germany |
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| I installed your game, but when I tried to launch it, nothing happened, except that my desktop and the Windows GUI was scaled down a bit. There even appeared no task in the bottom line of the desktop. |
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![]() nitramus Member since: 10/10/2006 From: Lipov, Czech Republic |
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Quote: This seems to be a problem with fullscreen mode. Try windowed. Edit client.conf.xml, line <variable comment="Fullscreen" type="bool" default="true" name="fullscreen" value="0" /> and set value to 1. |
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![]() larbac Member since: 9/26/2005 From: Sao Paulo, Brazil |
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| First I want to say; your game is very funny and congratulations for your documentation. I wanted to know about Network Engine. Why reason you developed your own Network Engine and you found any problem used ODE? |
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![]() jachcemjest Member since: 12/27/2006 From: Trencin, Slovakia |
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| We are happy you enjoyed the game :) To your question regarding ODE: we had performance problems with collision detection (and still have with large maps and/or many trees). Another problem was to make the tank move. We tried three different approaches (4 wheels, 4 rays, 2 capsules). We think that 2 capusles have the best behaviour. Another problem is that ODE simulates real world. And in real world tanks are much slower and much less funny than we want. So we needed to find some setup that looked well. And networking: we don't have own data transport engine, we are using CORBA (it has MANY drawbacks and big problems) to tranfer data. Our part of networking selects data that must be send and on the other side of the network it applies changes coded in the data. Maybe I answered your questions... |
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![]() kneeride Member since: 11/11/2003 From: Australia |
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| Very nice. Can I ask how you did the grass texture? It looks very nice. Did you do any blending? Did you create the textures with photoshop filters? Thanks |
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![]() nitramus Member since: 10/10/2006 From: Lipov, Czech Republic |
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Quote: We described that in the development documentation (page 47 - chapter 7.2.4 Texturing). Our solution is based on http://www.cs.auckland.ac.nz/~jvan006/multitex/multitex.html. It works this way: We create 4 terrain layers (grass, sand, dirt, rock for example). Each layer is represented by a color (grass is green, dirt is brown, rock is gray and sand is yellow) and grayscale detail map (one for grass, another for sand). Then we calculate coverage texture (mixmap) - for example 25% of grass layer, 40% of sand, 20% of rock and 15% of dirt layer. Weight is a function of terrain slope, height and some noise. From that mixmap, we mix colors according to weights and create color texture. Color information is unique and its texture is stretched over entire terrain. Detail information is tiled, weighted by mixmap and added to color. The idea behind this is that details are high-frequency information (human eye is more sensitive to that) and colors can be treated as low-frequency information. Therefore we can afford stretching the color texture over entire terrain and then add grayscale details. We downloaded some detail textures from the web (there are many free textures and it was easier for us to get them this way instead of creating our own). But we have choosen the corresponding RGB colors ourselves. [Edited by - nitramus on January 8, 2007 2:04:33 PM] |
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![]() kayzndha Member since: 8/23/2009 From: Bandung, Indonesia |
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| youre game is so fun!! i love it!! can i ask you??? can i play BJS with steering wheel???? |
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