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george7378

A few random screenshots

12 posts in this topic

Thanks, yeah, it's taken quite a lot of 'addiction' to get this far smile.png It's just really fulfilling!

 

The shadows are done in real time, using the built in D3DXMatrixShadow function - it's a simple way of doing shadows but it really works smile.png

 

At the moment there isn't much aim in this game - you walk around the desert island and listen to the waves on the shore while changing the time/lighting to sunset, day, night, etc... I actually quite like the idea of a program/game where you can just walk around and explore a relaxing environment like a tropical island - that's why I created an island in the first place - but it's a long way from being a releasable program!

Edited by george7378
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There is a nice foundation for future development. smile.png  

 

Is this entirely rendered in the D3D 9 API environment or is this done with the Blender game engine, too?

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Thanks guys! This is all done in D3D9 and C++, but the models were created in Blender (well, apart from the simple planes such as the seabed - those are defined in the program). I imported them as .x files.

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Thanks!

 

I like the idea of adding horizon fog - would that just be as simple as enabling linear pixel fog in render states, or is it more complicated than that?

 

At the moment my models use the smooth shading in Blender, and I'm not using the sharp edge/edge shading - there's a lot of Blender yet to be explored.

 

I initially designed the island to be a bit 'taller', but I didn't really like the look of it. I may experiment with a better shape in the future, but I like the flat style of it at the moment. I was actually inspired by the style of desert islands in the Maldives:

 

http://beautifulplacestovisit.com/wp-content/uploads/2009/12/Maldives11.jpg

 

Anyway, off to experiment with the fog!

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OK, I've been trying out some fog - I tried the following simple code:

 

    d3ddev->SetRenderState(D3DRS_FOGENABLE, true); //Enable fog
    d3ddev->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_XRGB(255, 255, 255)); //Make the fog white
    d3ddev->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); //Set simple linear pixel fog
    d3ddev->SetRenderState(D3DRS_FOGSTART,*(DWORD*)(&fogStart)); //Fog starts here
    d3ddev->SetRenderState(D3DRS_FOGEND,*(DWORD*)(&fogEnd)); //Fog ends here

 

fogStart is 20.0f and fogEnd is 60.0f. It looks pretty decent when I look out towards the horizon, but it also renders fog in every other direction too - I can also see it in the corners of the skybox and over my head. Is there a simple way to constrain it to the horizon only?

 

Thanks!

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So how much does it cost to spend a weekend on this island hehe ? smile.png    I'll be keeping an eye on your project mate cause I really like what you're going for. I've always liked to go exploring without restrictions in games.

Edited by SolCommand
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Make me an offer :D Thanks - I'm hoping it might turn into something that I can eventually release - at the moment I'm trying to get some sort of solid foundation 'engine' from which to work. I've just managed to get some (really basic) collision detection going, which is an improvement! Maybe I can make it into a more game-like program by adding the ability to interact with stuff, go places, etc... in the future!

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