Archived

This topic is now archived and is closed to further replies.

Viper173

Engine Feedback

Recommended Posts

Viper173    122
Hey everybody! I was working on my Engine and was wondering whether my demo is working on other machines too. The only thing required is a GeForce Card, and a computer of course (; http://www.geocities.com/viper1732002 ------> Demo.ZIP

Share this post


Link to post
Share on other sites
HunterTKilla    122
That is a very good demo I got about 60fps on:
1.6gHz
Geforce 3 (64mb)
256 RAM

Some suggestions would be to make the player higher, becasue the gun kind of clipped the terrain, and for some reason when the sun gets past being right above you it dissapears. Good job though, I am in the process of making my own terrain engine and this gave me some ideas :D. Keep up the good work!

Share this post


Link to post
Share on other sites
Viper173    122
thanx for the good advice.
most of the problems you mentioned I allready know.

it''s not the player''s height but the depth testing I should disable. in some first person shooters you see the same effect:
when you are the player you see the gun, when you see another player you watch his gun disappear in the wall or so.

What do you mean by blurring the heightmaps, billybob?
I was thinking about those cylinder kind of things coming out the ground... but since I''m simply using a byte value for every height info it''s kind of deffecult to get smooth transitions...
any idea how to do it?


Share this post


Link to post
Share on other sites
EliasAE    158
Looks nice. But nothing is perfect. I managed to fall through the hills several times. I fell and fell and wrapped around and landed on the same terrain again. Another thing: when I use Alt+Tab to switch to another application, the engine just exits.

Share this post


Link to post
Share on other sites
Viper173    122
there''re still many problems....

collision detection sometimes failes. especially on sharps edges.
i''m working on it.
ALT-Tab Problems seem to occure because of direct Input.
but still, it''s still better than in Half-Life. Damn, Half-Life seems to be THE ALT-Tab Problem example...

Share this post


Link to post
Share on other sites
billybob    134
quote:
Original post by Viper173
thanx for the good advice.
most of the problems you mentioned I allready know.

it''s not the player''s height but the depth testing I should disable. in some first person shooters you see the same effect:
when you are the player you see the gun, when you see another player you watch his gun disappear in the wall or so.

What do you mean by blurring the heightmaps, billybob?
I was thinking about those cylinder kind of things coming out the ground... but since I''m simply using a byte value for every height info it''s kind of deffecult to get smooth transitions...
any idea how to do it?





you know how on hills you get this ''stairstepping'' effect? i''m guessing after you load a 256 color bmp that you put it into an array and then load it into a vertex buffer. what you need to do is do soemthing like this:

int total;
for(y = 0 to yheight-1)
{
for(x = 0 to xwidth-1)
{
total = heightMapArray[x][y] + heightMapArray[x+1][y] + heightMapArray[x][y+1] + heightMapArray[x+1][y+1] +
heightMapArray[x][y] = total / 4;
}
}


it will go through and average out the height values to smooth out those stairsteps on hills and stuff. you can also use that to make good random heightmaps, after making a bunch of random things on the heightmap do that blur routine i posted a ton of times and you get smooth rolling hills.

Share this post


Link to post
Share on other sites
Viper173    122
ohhh, that''s what u mean... Averaging

I think I already did that sometime before. But I don''t know whether i actually implemented it.
what I''m doing definetely is not allowing extreme height changes in the first place. but that doesn''t let me create extreme slops on hills... well, I gotta experiment with it again, see how it turns out...

thanx though

Share this post


Link to post
Share on other sites
Bad_Maniac    120
Looks absolutely awesome, great job!
I had the same collision problem, falling through the ground, and to me it seems like the player is way too low, the gun dissappears when you look down even the slightest bit.

Other than that, your billboards for grass tufts, might look better as volumetrics, like they used in unreal, I.E. and X or a + of two flat quads. But in general it looks very promising =)
[forgot my specs duh.]
Athlon 1333
256 Mb ram
GF3 Ti200 64-Mb

only 49 fps, seems very low, but it might be my monitor went down to 50 hz though.

It''s nice to be important, but it''s more important to be nice.

[edited by - Bad_Maniac on October 21, 2002 2:45:17 AM]

Share this post


Link to post
Share on other sites
bloodyknuckles    122
I liked your engine. It ran at 60 fps on my 32mb geforce2 one question, when you press ''f'' you fall through the terrain and then land on another. how did you do that? just curious, i dont think i''ve ever seen that before. other than that, pressing ''g'' makes you jump super high, hehe thats fun to play with

Derrick

Share this post


Link to post
Share on other sites
Viper173    122
funny how those tiny tiny tiny details are attracting everybody''s attention :-)

pressing ''f'' was simply causing the player''s height to decrease by several units so you end up falling through the terrain without testing for collisions.
But since my collision detection is far from perfect I told also my program to change the player''s height to a bit more than the terrain''s height at that position once the player is falling too deep. (usually that means gravity is pulling you down after collision detection failed, so reseting the player''s Y-Position
could be regarded as an emergency brake)
You end up about where you started falling...

u had 60 frames solid? Damn! what are your system specs
I just have about 40 to 45 on my machine...


Share this post


Link to post
Share on other sites