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Boruki

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Everything posted by Boruki

  1. Boruki

    Level of detail vs. Level of Distraction

    Interesting thoughts, I had somewhat similar ideas for a game. It was a fantasy setting, open world etc but with large scale battles in first person as part of the gameplay. I looked in to how you could have 10-20k characters fighting at the same time, including large beasts and war structures, and I realised that most of those characters would fit in to a few categories- 1) out of sight 2) far away 3) blocked by others 4) in need of detailed rendering Using these ideas I was able to have a few thousand characters on screen without really pushing the detail as low as I could have. I even changed combat mechanics based on distance too, to just basic dice rolls when out of sight. Basically i just wanted to take LOD to another level.
  2. Boruki

    Caves

    Thank you for posting this - it's great to see how you can make a very effective in-game asset in a few simple steps!   I mostly work with concept level art, rather than polished pieces, but I've been learning lately about producing in-game art and this has solidified a lot of the thoughts I'd had on it... so thanks again!
  3. I wonder if this could be 'stickied' in the help wanted forum?  It has some useful links and covers some ideas that many people seem to miss.   A short and well explained look at starting making indie games.
  4. Boruki

    Advanced Terrain Texture Splatting

    That's a really cool technique!  It adds quite a lot visually for only a little work.   Thanks for sharing!
  5. The Windows search seems to be working now.. possible typing error on my part?  I'm not sure!   Also.. is it normal that I have to manually add in every single module in to my include directories in order to use PhysX/APEX?  It seems like a lot of fiddling around for such a large API.  And that's before you even start fiddling around with any physics stuff!
  6. Hi,   I wasn't sure whether to post this in Physics or API.. but it's API specific rather than physics know-how so I figured I'd post here.   I'm having issues with integrating APEX in to my project, however I've come across an include for a file called 'PxFileBuf.h' which I cannot find anywhere within either the PhyX or APEX folders.   I can't find anything about this file in regards to PhysX or APEX on Google so I wondered if anyone else had the same issue?  I was wondering if I'm being really simple.     Thanks for any help.
  7. Cheers Hodgman, that's where it is on mine too.  I used MSVC's search from the top of that folder and it didn't find it.. and neither did Windows7's search.   Much appreciated.
  8. Boruki

    Should I give up?

    In terms of using games with lots of pre-reqs and/or uncommon languages have you heard of Severance: Blade of Darkness? It's written in Python and most (all?) of the game is actually compiled at runtime. Did this effect the awesomeness of the game? Not at all, it was such an amazing game and it was packaged with everything you needed to run it. Most people didn't even realised it wasn't written in a common language. As long as you're working with a language that you can accomplish your goals with then stick with it. And we look forward to seeing the end product in IOTD!
  9. Can you post what the problem was? Just in case others come across something similar?
  10. Something I noticed was your 'times' counter is going up every vertex but is then checked against the number of tris. Obviously it should be getting checked against the number of verts? Maybe just use the num_tris * 3?
  11. Hi everyone, I've been struggling along with some vector rotation stuff, which I'm actually thinking is probably quite simple.. but I'm stuck in a mental rut (having only just gotten out of my last one..). I'm trying to do collision testing of a set of capsules and a line. The line is perfectly placed now, but the capsule set isn't. I didn't post this in the game specific forum as it's a more general problem, but the vectors are being rotated from a skeleton (which is being rotated for rendering too). When I render the skeleton/character I do these transforms.. glTranslatef(position.x, position.y, position.z); //Character position glRotatef(90, -1.0f, 0, 0); //Rotate the model 90 so it moves along the Z axis glRotatef(direction * 180 / PI -120, 0.0, 1.0, 0.0); //Rotate to the characters direction glTranslatef(end.x, end.y, end.z) //The end position of the joint Then I draw the character. So I've been trying to re-create these transforms when building the capsules for testing. I did think about using a matrix, but I'm really not a maths person. I started by creating an 'origin' vector for the initial position, then for each capsule I had 'capBegin' and 'capEnd' to store the vector of both ends. However this is where I've gotten stuck, I can't decide/figure out how best to the get the rotations to work. Most of the rotations I've been doing have skewed the mesh, or moved them outside any viewable area. I've been looking through google and here, but I'm either searching the wrong things or I'm not reading them right! So I'm looking for a bit of guidance on how to do this. I'm very much open to criticism on my being silly, so long as it comes with some help on where I'm going wrong! Thanks for reading.
  12. Boruki

    Vector Rotation

    Thanks for your reply! I wrote this thread and then went off to work. While driving I suddenly thought 'maybe I should be using quaternions' so at least I was on the right track. Thank you very much for taking the time to reply!
  13. Boruki

    Attack arcs

    Thanks for that suggestion there snowman.. I will have a look in to that! Sorry for the really late reply, I've barely been at the pc the last week!
  14. Hi everyone, I've been trying to get my head around how to do something for ages and have completely gotten myself confused with it! The idea is very simple, as the solution probably is too! But I'll just say beforehand that my math skills are a bit lacking, so maybe that's how I've gotten myself muddled. I want to create a triangle from a character of a specific distance every time they do something. There are three points to the triangle- Point 1 is centred on the character Point 2 is a distance of 5 in front of the character and 5 to it's left Point 3 is a distance of 5 in front of the character and 5 to it's right (Point 4 to complete the triangle is obviously just Point 1 again) Now I can (obviously) work out Point 1, but it's figuring out the other two points that I'm having difficulty with - but I'm sure the solution is really simple! I just can't get my mind to think in a suitable manner. If anyone could help me get out of this boggle I'd very appreciative! And more so if there's not too many jibes about me being a bit special. Cheers!
  15. Boruki

    Attack arcs

    That was perfect thank you! My second point was actually your third point (the triangle was appearing the wrong side of the model ) but it follows the character around now. It is a bit twisted to one side, but I'm sure I can figure that out now you've done the hard work!
  16. Hi everyone, I've been working on a small personal project for a long time now and a while back I stumbled across Geometry Clipmaps for terrain rendering. I've (very slowly) been getting my head around how it all works on the rendering side of things. However I'm having some issues deciding how to produce the data from which to render my terrains. I've had a lot of different opinions on the most suitable approach and so I figured I'd come to a good source of facts and opinions! I've mostly been focused on a large set of "chunked" files, all of these stored at the different resolutions that I might need. So if there are 9 levels display, then I'd have the entire terrain stored in 9 different sets of chunks, each in its own resolution. Another idea I had was to just access one large file, but I'm not sure how suitable this would be considering the scale of the game world. For each of the higher levels (lower resolutions) I'd need to do checks at intervals, rather than every point. Is the searching time required by this going to be a big overhead that makes it impossible? Also someone suggested just using a custom file format system, each file containing either a specific areas data for all levels or maybe all the data for one specific level? As is probably quite obvious, I'm getting myself a bit confused a muddled with all the ideas. So please, any ideas (especially any that you guys have got working yourselves) are eagerly awaited! Thanks!
  17. The first solution you mention there is roughly what I was originally considering.. I guess I really am going to need to learn a lot more about loading on the fly and the torodial array stuff that was mentioned.
  18. Hi all, I have a, perhaps, silly question for everyone. It may well be an opinion rather than anything factual but I'm very interested to see what others think/do about this. As with a lot of folk who try and do game dev on some level I learnt a lot using tutorials. The first type of model I ever had loaded in to a "game" was an MD2 model. One thing that always confused me was that they were always scaled down to 20% of their actual size, and this was the case across the majority of the MD2 tutorials I looked at. Now I structured my "game" around the size of the models, keeping them at 20%, and then later I added support for MD5 models. I scaled these to be of similar size to the MD2's, otherwise everything else would've been out of proportion. I'm trying to make my "game" a bit more stable and keep things easy to use/expand and that is why I'm thinking of trying to remove this constant scaling. So my question is.. is it bad practice to have ALL the models scaled in this fashion? I can see obvious issues when you want to do any per-poly/per-vertex checks.. as the original data will all be 5x bigger. Does anyone else do this? If so, why? Thanks for reading!
  19. Boruki

    Model Scaling

    I agree that it seems pointless and probably wasteful, which is why I was asking . I was trying to figure out if there was some special reason.. i.e. when the model is drawn on a larger scale it can use up more computational power (large numbers?) or something silly and ridiculous like that. Maybe it is time for me to do that re-scaling of other world aspects. Noone else want to chime in? All opinions are appreciated on this.
  20. Boruki

    2010 Retrospective

    Amazing work guys.. It makes me wish I could get my game supporting large landscapes so I could make some awesome videos like this too!
  21. Boruki

    Classical Music makes me eerily productive

    I don't normally post in the lounge, but this topic caught my eye. I used to listen to a lot of rock/metal when doing gamedev work and also when doing exercise. I was introduced to a band called E Nomine (quite old) who's music is described as "monumental dance". It's a combination of classical and dance music. I've never found any music thats so motivating as this stuff.. and great if you like Rammstein as E Nomine are also German .
  22. Boruki

    Himalayas Trip

    Absolutely stunning.. makes me feel pretty bad that I never managed to get geometry clipmaps working so I could use such large areas. Maybe if I keep looking at this amazing work it'll inspire me to keep trying!
  23. Boruki

    Assassin FPS

    I think the idea has some legs, but you'll run in to a lot of problems with an open world and this kind of game. There is probably a reason why the Hitman levels are all seperate from each other. There is also probably a reason why GTA's gameplay is relatively simple. I'm not saying it couldn't work, in fact I'd probably buy this game if it worked as well as you hope. Also most people prefer action from games with guns, not waiting and stalking someone for a week. At this point it becomes much harder to be accurate and realistic. I'd recommend some kind of "informant" characters that help you get the low down on what your targets are doing. If you wanted to try and make it I'd recommend looking in to these few aspects first, just to see if you have the abilities: * Rendering (large?) cities * Rendering and controlling a populace (both walking, driving) * Relatively advanced AI (the cops, maybe FBI taskforce people? and the other assassins) Because once you have those things in place and working you'll actually have a basic version of your game. Also.. it's lair, not layer :). Hope that's been a bit of help.
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