# EternityZA

Member

686

1226 Excellent

• Rank

• Role
Programmer
• Interests
Programming

2. ## Empire Rising. Real time combat and other improvements

Hi I've done a lot of work on Empire Rising these last couple of months, Ive made various improvements to it but the biggest work was getting the real time combat working. With this all the planned gameplay features are in. What remains is a ton of polishing and fine tuning (and replacing placeholder assets) but this is a big milestone reached. Here is a video I made while playing a 1v1 game. If you want to try it out you can play it at empirerising.net (I apologize we still do not have a tutorial) You can also check out empire rising on indiedb at http://www.indiedb.com/games/empire-rising
3. ## mouse pointer raycasting

Thank you, I will try your functions.
4. ## mouse pointer raycasting

Hi, Im having alot of trouble with determining the ray normal that goes into the scene through the pointer. Heres an example: I have. A projection matrix that i generate with an implementation of gluPerspective and glFrustum 0.001953000 0 0 0 0 0.002604000 0 0 0 0 1 0 -1 -1, 0 1 A dead simple view matrix obtained from a camera that sits at [0,0,5] and doesn't have any orientation. 1 0 0 0 0 1 0 0 0 0 1 0 0 0 -5 1 mouse pointer dead center in the screen (so [0,0] in clip space) I then do the following calculation. (that i found in a tutorial here: http://antongerdelan.net/opengl/raycasting.html) float x = (2.0f * mouse_x) / width - 1.0f; //0 in this case because the mouse is in the center of the screen float y = 1.0f - (2.0f * mouse_y) / height; //0 in this case because the mouse is in the center of the screen float z = 1.0f; vec3 ray_nds = vec3(x, y, z); vec4 ray_clip = vec4(ray_nds.xy, -1.0, 1.0); vec4 ray_eye = inverse(projection_matrix) * ray_clip; ray_eye = vec4(ray_eye.xy, -1.0, 0.0); vec3 ray_wor = (inverse(view_matrix) * ray_eye).xyz; ray_wor = normalise(ray_wor); I then expect a result of [0,0,-1] because the camera is looking straight down the z-axis and the mouse is in the center of the screen. instead the result i get is [0.799999,0.59999925,-0.001562398] Please take a look and point out what I'm missing here, Maybe the calculation is wrong, maybe I'm missing a step, maybe the projection or view matrixes are wrong or maybe my expectation is wrong and I'm just misunderstanding something. Thnx in Advance!
5. ## Empire Rising. Multiplayer turned based strategy game. Playable version released.

Ya... As I develop the game I get so used to it gets hard to guess how easy others will pick it up. Next on my list is UI tooltips, a proper manual and some other small things to make things more clear. Those things should have probably been a slightly higher priority! In a week or two I should have a version up that's (hopefully) allot easier to get into.
6. ## Empire Rising. Multiplayer turned based strategy game. Playable version released.

Thnx for the feedback. I will expand the guide. A gameplay video is also a good idea, I just tend to be way too lazy when it comes to these things. I can make the scroll area more apparent. I think I will add semi transparent regions on all sides indicating the area your mouse needs to be to scroll and have them light up when the mouse hovers over them. I wonder if I should then rather have the player click to scroll to prevent accidental scrolling. As for the different UI actions I think I will add tooltips to all of them that show up when you hover over them.

8. ## Empire Rising. Multiplayer turned based strategy game. Playable version released.

Hi. I've finished a first release of my game 'Empire Rising'. Its a turn based strategy game greatly inspired by Lords of the Realm 2 and to a lesser extent Heroes of Might and Magic. The game is fully browser based. No installation necessary, You can play against other people if you happen to find someone online otherwise you could just try it out by yourself (which has no challenge but lets you see the game nonetheless). You can play empire rising at empirerising.net All feedback/discussion greatly appreciated! Here are 4 screenshots. Some placeholder assets still exist.

Thnx!
11. ## Ash Dawn - Alpha live, website up, name changed

Hi First things first. Since S2 brought out their new moba named "Strife" we decided to change our game's name from "Legends of Strife" to "Ash Dawn". For quite a while we chose to keep the name as it was but in the end we thought it best to change it. Aspecialy since we would use "Strife" as short for "Legends of Strife" Ash Dawn has now reached the point where all the systems we considered critical are in place. It also has 1 big pretty much complete zone and 1 half done zone but with working pvp objectives. A good amount of quests items and npc's can be found and the 4 player classes each have an array of unique spells and abilities. With this we've reached a milestone where we consider the game feature complete and in Alpha. Just very unpolished and very thin on total content compared to other MMORPG's but fully playable. The amount of content should increase rapidly from here on as we have streamlined the addition of new content to the game and content now becomes our biggest priority. We have a server up for anyone that wants to try it and we welcome all feedback. I've created a basic website with a forum for Ash Dawn where you can download the game. http://ashdawn.net

14. ## Software Fallback?

Thnx i didnt know that. Il give it a try.
15. ## Software Fallback?

ok some more info as requested. I use java and the lwjgl opengl wrapper (wich supports windows, linux and mac). To make the mac build i use vmware to run macosx on my windows machine. but that has the limitation of not suporting any hardware rendering so i can only test it to an extent. I also bundle a jre into the app so the system it runs on doesnt need java installed. I should not be using any feutures newer than 2.1 unless im not realising it (wich i supose is possible) but the game in its current state is a dead simple prototype that only has one simple vertex/fragment shader set to render 2D objects.