Thread: New screenshots from engine

  1. #1
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607

    New screenshots from engine

    I added quite a bit of stuff although this screenie doesn't show all of it. Namely there are now laser, engine, and other sounds in the game. Also I've added a laser container to the game that tracks the lasers you fire. Everything is not perfect yet and the aiming looks a bit off. I need an equation that will fire a ray through screen point x,y (the cursor) in 3D space. I have a picking algo that will probably do the trick.

    Also the frame rates have increased. All alpha blended objects are drawn at the same time so I don't have to constantly switch between states. The frame's counter doesn't reflect this because it is clamped to the refresh rate. However, note the frame time just below it. This is without any culling optimizations and without progressive planet meshes. I could probably get it up to over 200 FPS with all of that.

    Thanks a million to Shakti who has helped me sort out quite a few bugs.

  2. #2
    Registered User
    Join Date
    Aug 2003
    Posts
    1,218
    very nice screenie!

  3. #3
    Registered User
    Join Date
    Jun 2004
    Posts
    52
    Truelly amazing. Well done I am interested in what game your making and if you plan on ever putting it out to the public. Whatever you decide just know it looks really good keep workin how your workin!

  4. #4
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    Here is a test shot with lots of lasers. The lasers won't fire this fast once I get some power drain and recharge rates coded in. The actual start location of the laser will be based on where the gun is that is firing it on your ship.

    Test 1 - have no idea how many lasers are on this screen, but a lot.

  5. #5
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    And another with a bunch of laser's heading to their target.

  6. #6
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    And another with twice as many lasers. I'm trying to get this thing to lag and crash to really see how much stuff can shoot at once. I think so far it can handle a fairly large scale battle, if I code the model's as progressive meshes.

  7. #7
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    And another test with some changes:

  8. #8
    Registered User
    Join Date
    Aug 2003
    Posts
    1,218
    That last pic is so damn neat!

  9. #9
    Deleting... VOX's Avatar
    Join Date
    Oct 2004
    Location
    VA
    Posts
    94
    I can't wait until you finish the game or when you release a beta. Large scale battles with lots of ships seems like lot's of fun, especially with those graphics.

  10. #10
    Registered User
    Join Date
    Jun 2004
    Posts
    52
    Simply amazing man! I cannot wait for the beta as VOX said. Anyways are you going to run it on a server so we can play against other people. If you decide that I think your game could really go somewhere. Anyawz goodluck, I love what youve done!

  11. #11
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    Nice looking stuff, keep up the good work!

  12. #12
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    Okay one more screenie with 2 planets and lasers. Lot's of tri's in this pic and engine seems to still be ok.

  13. #13
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    Time to work on the GUI for the game. Blech, but it has to be done. So prob no more screenies till I get a GUI up and running complete with a targeting system.

    Lots of work still to be done. Working on getting a 3D modelling program so I can begin to create my space fleets. If anyone would like to contribute it must be in X file format.

    For meshes/models
    Number of subsets in the mesh must also match the number of textures. If you want to wrap a mesh around the mesh then you only need 1 subset and 1 texture. My renderer will simply loop through the mesh subsets and change the texture as needed for each set.
    I would ask that you limit the number of textures per ship since calling the API to switch textures can get expensive when you have a lot of ships on screen. But I'm sure you could probably get away with 10 or more textures per ship. Also if you are doing any light mapping please let me know which textures are the light maps so I can render them correctly.
    Thanks in advance.

  14. #14
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    This is an insane screenshot. I've been testing the engine trying to see what it can handle. So far it looks quite prepared for some major battles.

    I lose a lot of frames if I add like 50 planets in one system but we are also talking about adding a lot of tri's there.

  15. #15
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    I've got a few questions:

    -What system are you running on, and how many objects are actually in the scene when you are getting 72 FPS? Seems like there's a lot!

    -How is your renderer setup? I.e, do you walk through every object in the scene rendering each one as you visit it, or do you add all of the data to a centralized renderer, and THEN render it once all of the data has been collected?

    -Do you have anything special to represent objects in the engine, i.s something like a scene graph?

    Again, looks really nice, keep up the good work!

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. In a game Engine...
    By Shamino in forum Game Programming
    Replies: 28
    Last Post: 02-19-2006, 11:30 AM
  2. Game Engine Link Prob
    By swgh in forum Game Programming
    Replies: 2
    Last Post: 01-26-2006, 12:14 AM
  3. Ultra chess engine contest
    By yodacpp in forum Projects and Job Recruitment
    Replies: 8
    Last Post: 11-21-2004, 07:58 AM
  4. Updated sound engine code
    By VirtualAce in forum Game Programming
    Replies: 8
    Last Post: 11-18-2004, 12:38 PM
  5. Game structure, any thoughts?
    By Vorok in forum Game Programming
    Replies: 2
    Last Post: 06-07-2003, 01:47 PM