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PSioNiC

A New Way to Code Games!

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well this probably isn''t a new way to code a game, (there are probably 9,000,000 things wrong with it or 9,000,000 people already doing it) but i thought of it myself. Ok say we make our whole outdoor landscape and trees and bridges and buildings and EVERYTHING in one Cinema 4D / Bryce 4 / 3D Studio / whatever file. So basically what I have is a 3D world made with one of these 3D Modeling / Animation programs. Now I export it to Microsoft''s .x format. Now what we have is a mesh file with all the textures and everything in it except for any models that move. Now you load in that .x file as a skinned mesh into a DirectX program. So what we have now is the world we made in Cinema 4D (or whatever program that can export to .x format) in a direct3d rendering window! Things to look at: 1) The only code to do this would be a simple mesh loading function. An entire 3D Engine could be coded in a few weeks by only two or three programmers. 2) Movement would be just like normal, just make the camera respond to the mouse / keyboard. 3) Colision Detection and Y-Correction would be disgustingly easy due to the D3DXIntersect function that is in D3D8. (For anybody that doesn''t know what Y-Correction is, its an algorythm that will correct the camera''s Y positioning depending on the height of the surface on which you are standing) 4) Speed and Optimization. With Direct3D 8.0''s endless list of mesh optimizing functions, i can''t see this being a problem. 5) You wouldn''t worry about having to make a level editor, just use Cinema 4D. I have thought of this for a while and it seems flawless to me. I don''t believe that I am going to start a new revolution with this, there has to be something wrong. There has to be a reason why nobody is using this method. If anybody likes this idea or knows if it will work or not, or if I am missing something, let me know. Thanks alot.

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Guest Anonymous Poster
I could be wrong, but transforming an entire world each frame, hmmm? I hope it''s a small world

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no but that is what those mesh optimization functions are for

besides, that is all any terrain engine is doing anyways

and im sure that you could fix it up so that it loads new data in if you walk too far

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Guest Anonymous Poster
I don''t know about these optimization functions, I can only find one and all that does it resort the polygons to cut down on state changes.

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yes, there are flaws. If you load the scene as one big x file, you will be rendering one big x-file. Therefore you cant cull models. You can cull polys, but you will have to test every poly and then you''d have to write your own x-file rendering routine and create new VB''s. You will also have to test for collision against all polys.

The pros usually create heirarchial scene graphs.

Your idea might work for a demo or sample.

Again its slow to throw all your polys at the card. You want to do some quick visibility tests first.

ECKILLER

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trespasser tried this approach; read the postmortem on gamasutra to see why it didnt work...plus, this approach would make your world necessarily static, and where''s the fun in that?

<(o)>

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Its not a completely new idea, because I''m already doing that. (Not exactly like you''ve described though)



Demetrios Georgeadis
Director/Programmer
Oniera Software Artists

www.oniera.com


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By the way, I agree with you, I believe this method to be much better than the alternatives...


Demetrios Georgeadis
Director/Programmer
Oniera Software Artists

www.oniera.com


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PSioNiC
I think that is a very good idea, it''s almost exactly what I am doing.
I have put together my own X file import routine that dosn''t use any of DirectX''s functions. X files support parent/child objects so its not hard at all to cull out objects(or terrain) that is not visible. I''m using TrueSpace for all of my work since it both reads and writes X files. It only has support for Linked animations(no skinned meshes) with the X format, but about 90% of all animations work that way so its no big deal.

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