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Geri

Member Since 06 Jul 2006
Offline Last Active Jul 10 2014 06:54 PM
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Topics I've Started

Geri's chess

16 April 2013 - 12:34 PM

his is a chess game using 3d graphics. it runs on windows and linux.

 

 

-you can play against the ai (minmax-like herustic algo)

 

-against your friends on network (p2p - ip 2 ip)

 

-against your friend (two player mode)

 

gerischess.jpg

 

-it requires a 8 core amd cpu for optimal performance on max graphics quality. it doesn ot require graphics card, it uses software rendering

-its good to have 6 gbyte of ram at least

 

ai can be adjusted:

 

-easy settings are for the complete beginners

-medium is the default. i can beat it

-hard can beat me sometimes

 

i was not able to beat the hardest settings yet, however, i am not a good chess player (on maximum ai level, the algo precalcs 14+ steps)

 

the code its heavily parallerized.

 

http://gerischess.tk


GameGirls portal

11 December 2011 - 11:11 AM

*delete*

Hints for my new engine (v3)

16 April 2011 - 05:46 AM

When i made my graphics engine in 2006, wich i updated since that many and many times to fit the requiretments (however, i always keeped it around 5 year lag with the newest technologies for security reasons) i suspected that i will be able to use it for 6-7 year.

This was a correct suspection from me. My engine was around middle class for a lot of times, and if it begined to fall down to low class, i just added some features to compensate it. My hint was i can do this for 6 year without punishment. This is correct, but now my code reached the level wich is not any more maintainable, i must rewrite it.

However, my current engine will be in use for more, i will not replace it with a new technologoy, its unnecessary.

Of course, i will not to delete everything from the code, there is a lot of code wich will usable in the next version also, but i must thow out its structure, the operating principle, i will change verything at the roots.

Also my new engine must be compatible with my old engine, at function level, for example, my Maker3D should work with the new also. I thing i will write a wrapper interface to keep this.

So now i want to share my plans, the new structure of the engine, and i wait ideas, hints, what you ppls tough about my plan.

If you know some new technology (for example, a new, good looking effect) or you invented something but you cant use it for even, and you suggest and let me to implement it, please share it. It does not matter if its just exist as a never investigated and never implemented data sheet, or just an idea, or you just saw it somewhere, please share it
if you think it is good.


TEXTURE HANDLING:
-------------------------------
My new texture handler will use a new texturing track, what can take the textures to bounch and only load them when its necessary, in buckets, so it can process a lot of it with multithread. Or if the handler gets a flush. My engine alreday had unifyed texture handling, but it was uneffective and slow. The new code will even has the ability to dynamically delete the textures from the RAM, and load them again, if they needed.


MODELL HANDLING:
-------------------------------
Modell handling will be similar to texture handler. But i must redesign this fully to be correspondance with my new structure.


MEMORY HANDLING:
-----------------------------
This was complitely broken in my current engine. I will fix it, there is nothing to say about this. The old code was even optimised with Voodoo3.

KILLING GLOBALS:
----------------------------
There was too much global stuff, so i now will collect everything in monolithic global blocks, i building the levels and the blocks logically:
-main.c (includes)
-lgfx_thread_API.c (my multithreading codes)
-sallang_API.c (everything who does not fit to another place: memcpy_dualcpu, lgfx_atof...)
-filehandle_API.c (crossplatform fopen_lgfx, etc)
-Iinit_API.c (platform init, may 60-70 kbyte)
-Periferia_API.c (keyboard, mouse, joy, ~20 kbyte)
-modell.c (no specific calls, only the loaders, ~100 kbyte)
-fizika.c (phisics, collision, 30 kbyte)
-kamera.c (my existing camera codes being copyed there after a bit rework)
-grafika_API.c (deprecated and reworked version of my current graphics engine OR my new engine wich i will
speak later, ~400 kbyte, textures and models also being stored here)
-textura.c (textre loading, managing, decoding, ~70 kbyte)
-sprite.c (my new spritehandler will go here, 10 kbyte)
-audcodec.c (~ 10 kbyte)
-hang_hw.c (my current sound engine comes here, ~10 kbyte)
-engine.c (the passice engine structure and engine core, engine coordination, ground, anim handling, etc, ~300 kbyte)
-engine_effekt.c (some predefinied cpu time leet effects, ~100 kbyte)
-engine_compatibility.c (for compatibility wrapping my old engine, BASIC interpreter, ~300 kbyte)
-menu.c (my current code of opening screens, settings, loading screens, menu handlers, ~20 kbyte)
-game.c (the game, or a wrapper that inits the stuffs to my old engine)


SPRITE HANDLING:
-------------------------------------
Some parts stays as old, but i will rewrite a lot of extras in it. Snitts, flows... much more passive.

GRAPHICS:
-----------------
-I will keep my current OpenGL based graphics engine for compatibility purposes.

-My new graphics engine is a multi-cpu ray tracer. I want ideas for this. Texhnologies, effects, ideas, how to speed it up even more. I want to use this engine from ~2014 (if the world begin destroyed in 2012, not). I would be very happy to see your favorit effects related to this.


SOUND HANDLING:
----------------------------
Maybee i should write realtime environmental audio handling based on the ray tracer, for example, real time calculated environment effect if the voice comes out from the bathroom. Maybee i should write 3d audio positioning. I have never doned such things before, i got no experience, so i will use temporally my current sound code. Suggestions?

PHISICS:
--------------
This was shit until now also, but i cant made anything with it. I will write some new stuffs to it, for example, falling dow item wich brokes, etc.


OTHERS:
---------------
I wait for ideas, for everything, except for:
-What compilers, languages, ideologies, platforms should i use.
I dont care about your fetishes and about your virtual lovers.

I WOULD LIKE THE FOLOWING BENEFITS FROM THE NEW ENGINE COMPARED TO THE OLD
-----------------------------------------------------------------------------------------------------------------------------------
I will introduce this engine only after my old engine fully become obsolete. These engines are for my personal use
to create my softwares in them, so i want not blow up all of my rockets for the first shoots.
-Possibility to write brutal graphics (this also will need modellers, however)
-Simplyer maintaince, modular built-up
-Faster, easyer develop.
-Much smaller memory demand
-Better automatic caching and loading
-Compatiblity with my current stuffs at function(); level
-Better gaming experience
-Simply to create support for new platforms later (who knows what will be is after 5-6 year)
-Independent from everything


Thank you!

Maker3D

08 March 2011 - 06:11 AM

It was almost 10 year before, when i saw the first home-made RPG-s, wich created in old 2d rpg maker softwares.
Some of them was so cool, i was played months with them. Some of these games contains much cool stories, that
not even an aaa game will have ever. These creative persons, who designing this games, are a secret crown on the head
of the game industry. This is why i created this software, to give a new power in the hands of this community.


Posted Image

I was tryed to create this Maker as the most possible simple, easy-to-use tool, wich reminds the user to the
old makers while offers the new power and experience of the full 3d graphics.

Maker3D is a powerfull 3D RPG maker environment.

The software is designed to provide user-friendly and familiar RPG creation tool for the maker-community. Software offers an easy, self-documenting clickable/writable scripting system based on BASIC programming language. With chipset and tileset based map editing, you can easilly create the universe for your game. To use the application, no programming skills needed. Maker3D ships with large built-in content, including tilesets, chipsets, monsters, avatars. Everything, you need.


Select-and-click based level edition

Just select a model from the left list by clicking with the mouse, and click on the map. Its so simple to create your rooms, cityes, houses, caves. Select a pen, and paint your ground. Select a texture, and change the ground tiles. Just like in the old 2d rpg maker softwares, Maker3D offers an easy editor system to create your maps within minutes. You need more than the built-in chipset and tilesets? No problem. Maker3D offers support for the most popular object and texture formats, including .3ds, .obj, .c, .jpg, .bmp, .tga



Built-in character creator wizzard
Posted Image

Select the hair fashion, select the panties, select socks, shoes, gloves, etc... In Maker3D, you can just simply click together your heroes, NPC-s, and enemies. You can simple add your textures too, and the finished models does not needed to be exported: they just work. You viewing the characters in real time while you editing them, you can rotate them with the mouse, and check them from multiple directions.


Documentation-free knowledge

Handling Maker3D is even simplyer than handling the old 2d rpg creator softwares. Just check the example game, read everything wich is writed out to your screen, and put your game together.


Easy script/event editing
Posted Image

You can place your scripts on the world map, and you can simply write them. You not need to learn Maker3D-s syntax: just click on the command! For example, to create a script wich loads a modell, just click on the command LOAD_MODELL, select a modell from the pop-upping content browser, then point on a location on the world map. You can use variables, cycles... FOR, IF, you can build up your scripts with the help of the famous BASIC programming language. After you click or type a command, the command's syntax appears, and a tiny example that shows the working of the specified command. You can place up to 80 script on a map: they will executed parallelly. Almost 100 scripting command: text writing, messaging, sound handlig, everything you need.





Built-in battle system
Posted Image

Maker3D has built in HP / MP / Item / Magic / Attack / Block based, turn-based traditional JRPG battle system. You can add up to 4 hero and 4 enemy to the current battle. You can handle the battle system easilly from the script-system. Running a battle will not even break the other running scripts on the map. Add your heroes, monsters to the battle system, and enjoy the battle with the epic battlecamera system.



Loading and saving

Game created with Maker3D offers loading and saving ability, wich restores your characters, variables, and items. It even saves a screen dump, wich is associated to the save slots.



WYSIWYG

What you see is what you get. You can just try your map in Maker3D immediately, and return to the map edition. Maker3D has debugging ability: watch your variables, frame per second rate.

Save executable

Maker3D can export an executable from your game. Your exported game can be easilly shared with your friends or on the internet. Your exported game is LOGO-FREE. Its not necessarry to install your game on the users machine, its enough to be copyed. No external runtime packages, and no other horror.

Modern 3D graphics

Maker3D got modern 3D graphics, with real time lighting and real shadowing. Particles, anti-aliasing, motion-blur, glow, gamma... Everything, you need. Maker3D is the ONLY usable 3d rpg creator software. This is the only existing software wich offers the simplycity of the old 2d rpgmakers and the magic of real 3d.


http://www.youtube.com/embed/DhHEqpPKB7Q
http://www.youtube.c...h?v=DhHEqpPKB7Q


Get some food, turn off the lights, sit down, and feel the power of your creativity. Create your own RPG! Get Maker3D today!


http://Maker3D.tk

Ray tracer performance

17 June 2010 - 07:34 AM

Hi, i am mading a real time ray tracer just for fun, when i get an idea i adding it to the code, sometimes i making some bugfixes in it. After a few years ago (when cpu's that can run it smoothly being invented :D) i will add it to my existing game engine.

I meant this topic to compare our ray tracer's speed, i alreday searched ppls on my msn who are tryed to made theyr own raytracer codes, but most of them are retyred from it, few of them maded unbeatable slow codes, and some of them are maded fully different type of geometry input. This is why i am opened this topic, to get some results and comparisons.

Voxel and Triangle based raytracer's results are also welcome! GPU and CPU versions too. Generic talk from ray tracing, and learning from each other are wery wanted ;)

So, to begin the thread, i post my results here and parameters:


codename: raj trakker
platform: CPU (windows, linux)
type: fully triangle-based

speed:
cpu: core2quad @ 2,3 ghz
loading time: 6 sec
poly num: approx ~25 000
res: 128x128
effects: one light and one shadow ray
fps: 4 fps

raj trakker

PARTNERS