3D SEX Villa!!!

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17 comments, last by Zahlman 16 years, 3 months ago
gametrailers.com has a video preview, and it seems realtime to me. The user moves the camera, and erm, many other things.

Either they were doing something incredibly clever in 1994, you were mistaken about the release date or everything google comes up with is about it's sequel; aptly named '3D Sex Villa 2'.

Anyhow, typing the thing into any search engine just gives several hundred ages of torrent results. Games sites don't have the release date, or anything beyond its title for that matter.

The best looking 3D game for 1994 I could find on my shelf was Wipeout. Maximum resolution was 320x200, and it looked UGLY.

"The right, man, in the wrong, place, can make all the dif-fer-rence in the world..." - GMan, Half-Life 2

A blog of my SEGA Megadrive development adventures: http://www.bigevilcorporation.co.uk

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Hmmm my apologies. I have no idea where I got the idea it was 1994 from. I think I got confused with another thread I was in talking about VB evolution in 1994 and VBRUN**.DLLs.

It's actually 2005. I just fired it up and checked which also reminded me yet again just how good the animation is and how clear the models are and they can run at almost full screen without jagged edges or skipped frames. Yes it has multiple cameras that can be panned and it is interactive so it's not some sort of movie clip. It seems to me to be proper 3D animation of high polygon mesh models with high resolution textures but you guys would know more about it than me.

Anyway I may be ten years out on the date (I apologise again) but I still want to know how it's done even more after seeing it again. I have no interest in designing the next Warcraft or Doom or Tank game or whatever but animating big 3D models in real life scenarios is my thing. Porn doesn't interest me but the technical aspects of the interface and how they did that animation does interest me greatly.

Whatever they're doing there with animation is exactly what I want to learn to do. Can anybody suggest a game engine for example that would be more specific to something like that rather than a terrain editor, low polygon sprite type FPS type engine that I currently use (DARK GDK).

-m0ng00se
Actually that doesn't look so super-high polygon count. Thats one of the great things with skin tones and such, is that the texture is really where the model comes to life. Animation is pretty easy, and seriously even high poly models were not hard to render way back when [you just couldn't render a whole lot of them]. Something like this is likely only a tiny handful of really big draw calls.

I rather doubt something like this would be all that hard for even hardware of that day [and even if it was run in software, it isn't doing any fancy, and thus difficult, computation with what is being drawn]. Doesn't look pre-rendered, though.

And here I thought you got your animations working, and were coming to show us all the fruits of your labor. A game called 3d sex villa.
LOL, actually I have got my animation working and I have got a game at early beta but not to the standard I want and not with the interface I want which is why I'm asking these questions. Porn is boring at my age, I prefer real women so most of my work has been on the chatterbot AI engine for my game not the animation. So far I've just done it all in 2D with sprite sheets because the mesh models I'm using are copyright so I can't use *.X or *.obj files till I either get permission or make my own.

I've got a horny good looking chatterbot sprite that strips if you treat her right or abuses the hell out of you if you don't... just like a real woman. Plus she is a lot easier to get on with if you get her drunk.

My web site for my game is http://www.freewebs.com/m0ng00se/

Now is somebody going to tell me how to get started on switching my game to 3D instead of 2D please so I can put 3D sex villa out of business with a much superior game?

Thanx.

m0ng00se

m0ng00se@xtra.co.nz
I'm reasonably certain you can use .X and .OBJ files without any strings attached. Or, for that matter, virtually any other model format. Lots of games use all kinds of formats.

You might want to ask someone who is more legally savvy than myself, but these formats are widely published and available. In all seriousness, if the use of the formats was illegal, Blender would have been shut down long ago [and they've been around for years], along with many other profitable games that use these various model formats. Pretty sure they are freely usable.
Quote:Original post by m0ng00se
Now is somebody going to tell me how to get started on switching my game to 3D instead of 2D please so I can put 3D sex villa out of business with a much superior game?


Well, starting out in 3D means you first need to setup an 3D environment. You need (presumably) an environment(Inside of a cube would suffice to start with) with 3D models in it.

I'd say, start out with a 3D camera which you can rotate, and then start loading 3D models which you can place in front of the camera. Once you got basic 3D rendering, you can add in stuff like clothing on the models, animation(Including animations of the clothing) and model customization(ie, eye colors, hair color, body sizes, etc.).

Toolmaker

Quote:Original post by m0ng00se
the mesh models I'm using are copyright so I can't use *.X or *.obj files till I either get permission or make my own.


MakeHuman - As far as I know, models exported from this are free to use however you want.
Then it's just a matter of implimenting skeletal animation or finding a suitable library thereof.

3D sex villa is indeed real-time 3d animation. Its a decent site, but way overpriced for what it is.

The models are decent, but nothing spectacular. Looks like any other 3d game to me.

In terms of animation they are just using standard skinning techniques (aka bones) and playing back a series of animations in real-time. You would have to actually animate the character in a package like 3dmax or maya and then export it to whatever 3d engine you might be using. High-res meshes are not the biggest problem anymore. Especially if there are only 2 or 3 characters on screen at once.

If you want to take about high-poly animation, check the nvidia adrianne curry demo:
">Adrianne Curry Nvidia demo
If you have an 8800 you can download the realtime demo for the nvidia site.
Quote:Original post by m0ng00se
Okay I can see you all know what I'm talking about so I have a few questions for you experts (I am a total newbie just learning this stuff).

If pre-rendering gives you that clarity and speed then why aren't all games pre-rendered?


If filming things allows for telling a compelling story and directing the viewer's attention to specific things instantly, why don't we watch a videotape of reality instead of going out and experiencing it?

Same reasons: (a) not enough storage space; (b) only one viewpoint.

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