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World coordinate system based cloud particle system done

Posted by , 13 September 2013 - - - - - - · 741 views

World coordinate system based cloud particle system done

well that didn't take long!

Caveman uses the following world coordinate system:

The game world map is divided up into 5x5 mile map squares. Each map square has its own d3d coordinate system. So a location in the world is speccified by map x and z, AND by a d3d x,y,z in that map square: IE mx,mz,x,y,z.

all i had to do was add an mx,mz to a cloud struct.

init them to the players mx,mz in init_cloud2

made draw_cloud3 use them instead of the player's mx,mz to calculate camera relative coordinates.

added a wrap_around_cloud function to wrap a cloud around to the other side of the cloud box when it moves outside the cloud box, or the cloud box moves beyond it.

added a movecloud function to move a cloud based on windspeed and direction from the weather engine

made sort_clouds (for alpha blending) use world cloud coordinates converted to camera relative coordinates for sorting

added a remove_last_cloud function to remove the last active cloud from the array of cloud structs. The array of cloud structs is statically allocated, as the max number of particles (currently 400) is known at compile time. each cloud struct has an "active" boolean (implemented as int, 0=false, 1=true). when a cloud is added, its "active" variable is set to 1. when its removed, its "active" variable is set to 0. only active clouds are rendered and updated.

added an update _clouds function that adds or removes clouds based on changes in cloud cover info provided by the weather engine, and then calls update_cloud for each active cloud.

added a wrap_around_clouds function that calls wrap _around_cloud on each active cloud. the "cloud box" is the area around the camera that active clouds are in. the cloud box is currently set to a bounding box radius of 2000 units around the camera, and altitudes from 500 to 700 units. since the cloud box is based on the camera's location, the camera must be set before making clouds outside the cloud box wrap around. this tripped me up for a moment. i was handling wrap around once after player/camera/cloud box movement and cloud movement had both been done. but when you changed map squares, it seemed to draw the clouds at their old position (IE 5 miles away) for one frame. doing wrap around after cloud box movement and after cloud movement didn't fix things. the reason is because the player had moved to the next map square, but render hadn't been called, yet, so the camera hadn't been moved to the next map square yet! the solution was to call wrap around once on all clouds just before drawing, at which point the camera has already been set to the new map square.

so now the clouds come and go as you move, and come and go with the winds, and don't change drawing order when you change map squares, and increase and decrease in number with changes in cloud cover. now i need to add grey and red cloud textures and make it use them when appropriate. The original version supported blue, grey, and red skies, and white, grey, and red clouds. Right now the new version only supports blue skies and white clouds.

I think a lot of why it was so quick and easy had to do with the following:

1. CScript. all the new code was done in CScript which allowed the quick coding of the simple routines required.

2. Existing functions in the game. things like normalize_location and camera_relative_coords. being able to copy paste edit x+=spd*cos(yr) etc from generic_move to update_cloud. i can never remember if its x+=sin or x+=cos. wait. just thought about it for a sec, its x+=sin(yr). but usually i'm lazy and just find the formula somewhere in the code like generic_move (moves the player any of 4 directions), move_animal (moves a non-player entity), or move_missile (moves a projectile), and copy and edit it - less typing!

3. the fact that i've been writing particle systems for games for 25 years now. yeah - i know, no fair!

CScript really is nice, i should have been using it all along. i can code new stuff and mod old stuff in a flash. and it only adds 2 seconds to the build time for 71,000+ lines of source code, and that includes the time to minimize visual studio 2012, launch CScript, click to quit when it finishes translating, maximize VS 2012 again, and hit F7 to build. I had it setup as a pre-build step, but since you edit the CScript .cs input file and not the .cpp output file generated by CScipt, VS 2012 thinks the build is up to date since the .cpp file hasn't changed (yet). this means you have to do a rebuild to trigger the CScript pre-build action, or make a change to the current .cpp file. so i went back to a shortcut on the desktop to launch CScript. i also tried it as a tool button, but you can't make it project specific to pass project specific source file names. There's probably some way to do it, but the desktop shortcut with the file name as a parameter works fine.

Progress report - it finally draws everything in the game!

Posted by , 13 September 2013 - - - - - - · 690 views

Progress report - it finally draws everything in the game!

After a long struggle with character weapons and equipment, Caveman now draws everything in the game. Some of the stuff still needs work, but at least it draws something.

I need to get caught up on posting screenshots.

making the cloud particle system use world coordinates as opposed to camera relative coordinates is next. Clouds are alpha blended. so they're sorted on range to camera. the world is divided up into chunks or "map squares" of 26400x26400 d3d units (feet), IE 5x5 miles. each map square has its own d3d coordinate system. when the player changes map squares, the world origin changes, so the camera's coordinates change to compensate. this sudden change of camera x or z by 26400 units changes the sort order of the clouds slightly (IE the difference between x,z locations 5000,0 and 5000,26399 for example). so the clouds "jump" slightly when you change map squares. the fix is to use world coordinates, IE map square x,z plus d3d x,y,z in the map square. when the player leaves a cloud far behind, its regenerated on the leading face of the could cube area that surrounds the camera.

the general idea of the cloud particle system is you have a cube shaped area that surrounds the camera (a "cloud box") that's full of cloud particles. info from the weather engine is used to move the particles, and to determine the number active. when a particle moves out of the "cloud box", a new position is randomly generated for it on the opposite face of the cloud box from the face it exited through. the cloud box moves with the camera. when the cloud box moves so a cloud exits the box, again, the new position for the cloud is randomly generated on the opposite face. by "on the opposite face, i mean in that direction and at that range from the camera - IE somewhere on that face of the cloud box.

right now the could system doesn't use world coordinates, and its not hooked up to the weather engine. it just draws 100% cloud cover and stationary clouds (IE cloudcover 1.0f, windspeed 0.0f, winddir 0.0f weather settings) for testing the alpha blend effect. but the api's already exist to hook the two together.

Caveman v3.0 general desciption

Posted by , 05 September 2013 - - - - - - · 3,007 views

  • savanna grass
  • "instancing" in DX9 - implementation in the game
  • "instancing" with DX9 - closeup
  • "Instancing" with DX9
  • Best bow shot ever - close up
  • My best bow shot ever in the game!
  • And last, but definitely not least - Savanna
  • prairie terrian
  • Improved animal models and animations: Smilodon Fatalis
  • Improved tall grass using the new generic random map.
  • Swamp effect with jungle vegetation
  • Swampy woods
  • Lots of batch calls!
  • The edge of the world!
  • Don't look now, but your skybox is showing!
  • Alpha blended snow
  • Title screen
  • The animation editor
  • The modeler

CAVEMAN 3.0 general description.
Someone suggested i post a description of CAVEMAN as a reference link in threads about the game.

CAVEMAN is a fully immersive 3d Paleo-World simulator. Its a persistent modifiable open world RPG / person sim, with a fps / 3ps interface.

so its sort of a cross of a fps like Oblivion, an RPG like table top D&D or Traveller, and a person sim like The SIMs.

you can do all the normal rpg stuff, plus you can select almost anything in the environment and interact with it like in The SIMs.

The setting is paleolithic, about 200,000 to 10,000 years ago. no techno. no magic.

the player can control a band of up to 10 cavemen (like a household in The SIMs).

Band members have core stats like strength, intelligence, etc. - the usual RPG stuff.

Band members also have variable stats as seen in The SIMs, like food, water, hygiene, and mood.

46 skills and experience in each. You can research, teach, and learn skills, as well as acquire then through use.

no classes.

a 2500x2500 mile randomly generated, persistent, modifiable world. The "ground mesh" for the world is procedurally generated in chunks on the fly as needed from data structures containing the "world map" (right down to the last rock, plant, and clump of grass). The entire world ground mesh is 87.12 TRILLION triangles.

Over 200 types of objects you can make or find.

62 types of weapons.

Over 50 types of extinct Mega-fauna to hunt or be hunted by.

thousands of possible actions, from filling water skins, to repairing a bow.

exploration, resource gathering, crafting, and trade.

In depth modeling and simulation of lots of stuff, from windage effects on arrows to death by background radiation (IE old age).

The player starts with one band member, but can get NPCs to join their band.

The objective is for your band to become as powerful as possible and last as long as possible.

The game ends if all your band members die.

September 2013 »


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