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Leghola

Eyengui Project

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[font=Arial][size=2]Hello,

I'm nicolas, i'm a french developper using the 3d engine TV3d and VB.net 2010.
Since some months, i re-developp a project named Eyengui.

Eyengui is an on line RPG project based on exploration, discovers and craft. The world is a waterworld with some hidden isles and the first goal of the player is to find islands. When he found one, he must explore it and discovers some treasures.

Eyengui project is composed of some applications :

1. Eyengui Environment Editor (E3) : To create islands and place objects, trees and so on.

2. Eyengui Server (EyeS) : the main server system that control connections (client and editor connection) and chat.

3. Eyengui Physic Server (SPEye) : The server for playing on an island. This server ) is launch by the "EyeS" when a player goes on an island. Then it's a "stackable system" and each SPeye has a TVPhysic Engine who determinate all events on the island.

4. Eyengui Game Engine (Ege) : It's the client application.

At this time, i work on the graphic effects and meshs optimization. I haven't the knowledge of all TV3d and it's a quit difficult for some sub systems (like shaders... [img]http://www.truevision3d.com/smf/Smileys/classic/wink.gif[/img])

This post is just to present my project and then i would like to finish by some screenshots and videos. (sorry for the size of screenshots...)


-> Screenshot of E3 with my auto-mesh position tool
[img]http://public.sn2.livefilestore.com/y1pwPN3emWBQLVMr0oTUYtgBntgWiK7OvW7EnnF6dcYC6pc8fNV6f71QLpP5_xNBSw4mfl37hyEeelWu5ocC4sPCw/screen%20e3%20foret%20858%20arbres.JPG?psid=1[/img]

-> Screenshots of the EGE :
[img]http://public.sn2.livefilestore.com/y1pzPddGQaQIiCwfhZKj5D4m2Up81d8CAxRhrh6q72HlbGSYpy4c9SEq-lAX2BpBo0erih20sT_SvMHbfDRrhXCkw/IleAvecFantasyTree.PNG?psid=1[/img]

[img]http://public.sn2.livefilestore.com/y1pwDPRxrMof9VEzqsAg8ur2XLOqXvbpLWB7nZhL0C1-c-ele4WdfDtRn8uxcv1T8sz8rpQ9_gqTvQNogFZk9KTtg/IleAvecFantasyTree2.PNG?psid=1[/img]

[img]http://public.sn2.livefilestore.com/y1p4vBAzJInMuFMe4ilsvr_VNloPJBIkX20VpgpUvs9Q088oB18zmzndKHGSygZUZH48sYrKlRfO_1XLmUIkCWgZg/Scr1.JPG?psid=1[/img]


-> A video of an island generated autmatically by my E3 system (heightmaps, texture splatting, save files...)
[url="http://www.youtube.com/watch?v=JNGRQqb66Cw"]http://www.youtube.com/watch?v=JNGRQqb66Cw[/url]

-> A video of the EGE
[url="http://www.youtube.com/watch?v=KQ4SmW7pmnA&NR=1"]http://www.youtube.com/watch?v=KQ4SmW7pmnA&NR=1[/url]


[/size][/font]
[font=Arial][size=2]At this time E-Server, E3 are ok at 100%[/size][/font]
[font=Arial][size=2]SPEye is under tests[/size][/font]
[font=Arial][size=2]EGE is under tests
Nicolas[/size][/font]

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Thanks, !

At this time, all applications are working fine.
My first goal is to launch an alpha version for a stress-test of the network.

I need to finish the SPEye server (some "control" problems with the Physic Engine) and upgrade the FX of the GameEngine (EGE)

To create the island in the second video, i needed 20 minutes of work. The Editor create all the structure and after i just place forest and objects.

Bye,
Nico.

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[font=Arial][size=2]Hi,

Juste a little video about my editor. It's showing some details and options !

[url="http://www.youtube.com/watch?v=_t9ehUuq1vI"]http://www.youtube.com/watch?v=_t9ehUuq1vI[/url]

Curretnly, i try to optimize my network protocol system. My Game Server is based on the Newton Physic Engine and no client calculate anything.[/size][/font]
[font=Arial][size=2]It's very hard to optimize of course ;)

Thanks !

Nico[/size][/font]


[font=Arial][size=2]
[/size][/font]

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[quote name='Leghola' timestamp='1307715586' post='4821717']
Thanks for your support !
I developp this project alone and it's hard to do !

In a few weeks, i hope to launch my alpha version.

Nico
[/quote]

No problems, and you're right, to be a lone wolf team is not an easy way but it's worth it :)

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A few years ago, i had a big team of 15 members fo Eyengui Project.
The problem at this time was that i spent more time to organize the team than coding eyengui.

Now, i prefer developp Eyengui as a "poor lonesome programmers" but i'm waiting on nobody and i can manage my project as i want.

I hope that in the end of the month, a first alpha can be tested.

Bye,
Nico


(sorry for my english, i'm french ;))

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Hi,

I send a little message to show a new video of my project.
This video is the Game Engine !

A few work must be done to optimize sub systems but you can see a good render i think :)

[media]http://www.youtube.com/watch?v=otdzyAA0sYU[/media]



Bye,
Nico

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[font="arial, sans-serif"][size="2"]Hello,

Here is a new video in which you discover my new partner / sponsor...

This HD video with a soundtrack, the first of its kind, offering insight into a building model pretty decent for my taste)

[/size][/font][font=arial, sans-serif][size=2][media]http://www.youtube.com/watch?v=YlU8g0pfJAc[/media][/size][/font]

Bye,
Nico

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you need to concentrate on the lighting its so strong it doesnt allow so that your buildings can have shadow detail if you know what i mean.

Also its smart to have it where it supports bumping so you gotta make that so that the textures dont look so flat.

Advice time
its smart to make a list of what other game engines mess up on.For instance the UDK terrain editor stretches the poop out of the textures and makes it look
horrid.

something nice to actually see in a engine and that would be....Where the engine cuts up the meshs so that you can be able to destroy the building.I rather have it done in the engine then having to do that via 3dsmax or maya.

Allow for higher res meshs to go in your engine,it looks like your engine cant handle high Res models.

Trees need alot of work they look really bad but lighting can also fix that.

LOD is also useful keeps from having your Ram drained cause its loading everything from afar.

i would write more but i wanna see if you follow my advice.
Good Luck.

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[font=arial, sans-serif][size=2]Hello,

Thank you for all the notes that will enable me to move on andmake my engine more efficient.

Yes, I have a big job to do at the lights and shadows. It is a black spot (hahaha) I have to solve! :)

In terms of textures, I support the bump, the normal, the light ... But as the project is not intended to be as good a Battlefield3, this kind of optimization will be done in a second beta.

In my Editor, I implemented a system for managing the detailed textures. I work with splatting textures that I can handle the multiplicity of textures which can increase greatly the quality of the land.

Loading / unloading of 3D objects is already established as my editor works through a load and unload boxes and optimize.Depending on the distance between the player and the check post,the details of this case is more or less important (textures, lights, models, etc.)

In the end I actually still work but I found a bit harsh in the criticism because we should not forget that I am alone on an amateur project! :)

Thank you anyway
Nicolas[/size][/font]

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[quote name='Leghola' timestamp='1309075297' post='4827811']
[font="arial, sans-serif"][size="2"]Hello,

Thank you for all the notes that will enable me to move on andmake my engine more efficient.

Yes, I have a big job to do at the lights and shadows. It is a black spot (hahaha) I have to solve! :)

In terms of textures, I support the bump, the normal, the light ... But as the project is not intended to be as good a Battlefield3, this kind of optimization will be done in a second beta.

In my Editor, I implemented a system for managing the detailed textures. I work with splatting textures that I can handle the multiplicity of textures which can increase greatly the quality of the land.

Loading / unloading of 3D objects is already established as my editor works through a load and unload boxes and optimize.Depending on the distance between the player and the check post,the details of this case is more or less important (textures, lights, models, etc.)

In the end I actually still work but I found a bit harsh in the criticism because we should not forget that I am alone on an amateur project! :)

Thank you anyway
Nicolas[/size][/font]
[/quote]

You shouldnt feel insulted by what i said these are just basic things next gen engines have and even crappy ones like unity.What makes people want to choose the UDK and unity over other engines that actually cost money ? simple cause you can make nearly next gen or next gen games.People arent looking for another 2d engine in the market or another 3d engine in the market that cant produce next gen settings.What makes the UDK allow for the next gen graphics ? they have material editor that you can bump objects and vertex paint on meshs using the textures iteself.Ya im sure someone will come on here and correct me about the UDK but thats just me saying what ive used.
What sets your engine apart from other engines ? is it cause of how easy the tools are to use ? or how easy it is to make your terrain? or maybe even how great you can make your textures on the meshs.

im just trying to give constructive criticism if you find it destructive then im sorry wasnt aiming for you to have read it like that.Yes your a beginner but if you really want your engine to be something recruit a team.Make a list of things you want to set it apart from other engines. Concentrate on 1 thing like a material editor or lighting and then work from there.

Lighting is important
Rendering is extremely important

work with what your best with, but Renders are something you should concentrate on, thats what i think atleast..

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[font="arial, sans-serif"][size="2"]
Hello,

I do not feel insulted, no problem. The criticism is a bit hard but constructive.

For cons, I think there is a misunderstanding.
My project is not a UDK, anotherUnity or Cry Engine is a "game project" in itself. I only show reports and tools that I developed for my "game project".

I will focus on the lights and rendering quality as you point out. Indeed, these are very important points and I have to be very careful.

Thank you for all these comments!

Nico[/size][/font]

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