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franck22000

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Everything posted by franck22000

  1. Some progress update of what has been done last week ! - NavMesh Integration 100% finished and handle everything, terrain and objects geometry - Base zombie AI - Zombies hitboxes system to detect shots in zombies bodies parts (head, legs, arm...) - Zombie steering system - Dynamic navmesh update according to objects driven by PhysX (some littles bugs to fix here) - Zombies animations system with multiple animations blending support - Melee weapons support (still WIP)
  2. Thanks Paramecij, if you have any question i will answer it by private message or chat So some progress were made the last two days i have now those features added: - Bullet trajectory deviation when it penetrate a surface - Bullet deflection when the angle between the impact normal and bullet trajectory is small with of course a loss of the bullet velocity - Weapon complete animation system, so now, reload, fire animations and such are working - Recoil system - Tracer bullets support - Bullets holes decals according to surfaces types and the bullet diameter / caliber I am now adding melee weapons support, that should be done quickly.
  3. Hello, thanks diedir, i am a former developper of Bohemia Interactive Studio (Operation Flashpoint, ArmA series...) so ballistic programming was familiar to me As it is a commercial project i cant share anything massive yet, but if you try to integrate physx 3 in your project i can provide support. PhysX 3 is not particularly difficult to add to LE2, but it is a long task and you need to be very cautious with your code and take your time to add it properly, PhysX 3 is very well documented in my opinion. Regarding the release date of the first public alpha version, i cant give you a precise date but it will be before november for sure.
  4. http://www.youtube.com/watch?v=J35RztQacmo I have just finished the basic integration of my new ballistic system for weapons, ballistic simulation is now quite complex and realistic, it take in account: - Bullet mass - Bullet diameter - Bullet Velocity at weapon muzzle - Air resistance Additionnal feature are supported like a penetration system according to differents surface type (concrete, wood...), the penetration system still WIP, the recoil system still in WIP too, that's why the bullet is not deviated yet when it penetrate a surface. And bullet interaction with PhysX 3 is done. NPC's will be done soon ! Important: the video is captured in debug mode so no fancy graphics here
  5. Thanks everyone. Here is 4 new screenshots for you. I had added other bushes in the procedural generation pipeline and some other objects like wood boles, i have also improved the grass rendering. Some gameplay features have been added too, but that will be showed in the next video http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r235 http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r234 http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r233 http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r232
  6. Just a bug in the code, it was supposed to cast a shadow... It is fixed now
  7. This is because of fraps limiting the FPS to 30, Without fraps this scene run around 70 fps on a gtx 560ti
  8. Thanks Roland because i live in a landscape that is completely different Near coast and in a quite flat area
  9. I have uploaded the video in original quality here: https://mega.co.nz/#!LARWFDyR!N6_eNG5IeAnhEq3O9j5xBz61i3IsVCjyoTPL9dV3MJw
  10. Here you are ! Please note that the video quality is quite bad, the game looks much better than this. And for the video i have increased the frequency of thunder quite a bit (wild thunder there !) The rain is not ready yet Thunder strikes are localized in the world, and the sound propagation is simulated so you can know if the thunder is close to you. Like always everything you see is proceduraly generated. http://www.youtube.com/watch?v=WF7iaTB7NCA
  11. Thanks everyone, i have completely forgot to tell you about the realtime dynamic weather feature, so i added it to the features list. Please note that i will post a private video for you guys here in less than two hours showing the weather in action with a simple walking in forest under a very wild thunder.
  12. Thanks Aggror even if im not very active on the forum lately i still check everything and i like the way you contribute to the community life here ! Ive been working on the project since 2 years now, but i had one or even two jobs at the same time during one year so i could not work as much as i wanted. But now since one year i work on full time on it.
  13. Thanks Mumbles, I hope to release some gameplay video in september !
  14. Hello everyone, i thought it would be the time to share some technical information about my WIP commercial game that i am currently making alone and for PC with LE2 (yes LE2 still alive) engine version. The game concept is a survival game between DayZ ans STALKER, the special thing about the game is that the world is proceduraly generated with great amount of details and a good logic. The world can be as big as the whole united states for example because it is divided by zones. each time the player go into a zone border another one will be generated and so on. You are only limited by the size of your hard drive to store the zone save data. The game engine that i made contain quite a lot of features. Here is some aspects of it that were added to the base of LE2 (a lot of feature replace the LE2 ones): Graphics: - Every base LE2 graphic features are in the engine. - Improved SSAO. - Improved Bloom. - Cone step mapping. - Bokeh Depth Of Field. - Grass improved shading. - Anaglyph 3D rendering. - Details textures improved. - Complete GUI system (windows, sliders, radioboxes, progressbars...) Terrain: - New vegetation layers system. - Ability to dynamicaly add or remove vegetation layers. (Trees can be cutted with this) - Dynamic terrain holes creation. - New grass rendering system. - Fast terrain relief generation system based on perlin noises algorithms. Physics: - PhysX 3.3 engine support added for static meshes, dynamic meshes, terrain, vegetation layers. - PhysX 3 fluids and particles support. (WIP) - Base raycasting system replaced by PhysX 3. - Physics bodies scaling support programmed. - PhysX joints support (fixed, hinge, ball, 6DOF)... Sound: - New audio system made. - Multithreaded sound engine and steaming support. - Speed of sound simulated. - Dynamic reverb effects according to where the player is. - Doppler effect support. - Other effects (Echo, distortion...) Input: - New input system. - Support a large variety of hardware. - Gamepad support. AI Navigation: - Complete integration of recast navmesh system. - Dynamic obstacles support. - AI steering system. Misc: - Daycycle support with accurate simulation of sun and moon position (based on real world calculations) - Moon cycles support. - Realtime dynamic weather. - Wind simulated for vegetation movement. - Objects are 100% driven by physics (Doors can be rotated progressively like the amnesia game system, object can be grabbed, trowed...) - And a lot more... I will post more informations as the development continue. You can see some images here: http://www.leadwerks.com/werkspace/page/gallery/_/game-screenshot-r230 http://www.leadwerks.com/werkspace/page/gallery/_/procedural-world-r229 Thanks !
  15. Hello, what is the way to get the correct rotation of an entity only by knowing the entity matrix. What are the correct calculations to extract this ? Note: i would like a solution that does not involve creating a pivot and setting the matrix to the pivot and use the entityrotation() command to get the rotation. Thanks !
  16. Hello, dont forget to add: clamp0=1,1,0 clamp1=1,1,0 in your material file
  17. Not directly but for example i made a CLightSourceActor class that are light source in the level, and i expose some function to create a light sources, set the color of the light, some special effects... Only things that are usefull for a level designer. Same thing for game objects they can spawn some models in the scripts but only using the existing models of the game and they dont have low level controls on it. I dont expose any inputs function also so players cant code somethings related to keyboard or mouse inputs. But no low rendering functions, mesh creation commands (create mesh, vertex...) and things like that are exposed in the scripting system. And by the way i use leadwerks only for the rendering in my game engine, i made my own solutions for Sound, Physics engine and inputs system.
  18. Hello Josh, i talked to you about the fact that i wanted to add a little modding support for my game. So i made a list of things that i want to do, please read it carefully and tell me if this is ok for you (and i really hope so...) This little modding support is intended to build a bigger community around the game, and make the game life time a little big longer because the users will be able to make some new levels for the game and share them. ->>> Ingame editor (not a separate application) that let the player making there own level with existing game assets only, no support for custom 3D models. ->>> Scripting access (i use my own scripting solution based on angel script library) Some precision about this scripting system: - This is intended for game level interaction only, and provide some functions to for example, turn on and off some light existing in levels, opening doors... - The game users will not have of course access to low level things like rendering functions, mesh making... - The game users will have acess for some functions to create new things in the level, like spawning objects for example but as i said only existing game things. - The game users cant modify the core gameplay of the game with this scripting system. ->>> Light gameplay modification with XML files Some little things like weapons power, range or ennemies health will be defined in XML files so the user can modify the gameplay. I hope that it is fine for you and that it is not breaking the EULA, this is really some important points for my project.
  19. You are probably not getting the Mesh of your model correctly dont do this: TVec6 _BoundingBox = LE::GetEntityAABB(yourmodel); But this: TVec6 _BoundingBox = LE::GetEntityAABB(LE::GetChild(yourmodel)); LE::GetChild(yourmodel) get the Mesh of the model
  20. Hello Rick, yes i dont use material editor anymore because of thoses issues
  21. Well i dont think we can call steam and valve a little guy anymore They have much more money than EA today. But i prefer valve than EA anyway
  22. Hello, i am currently adding Gwen Gui into my game everything is working fine so far but i got a weird rendering artifact on some models (depending of the angle of the camera) if i render the Gui. Look at those images (dont pay attention to the weird rendering of the text): I have identified the code responsible of this in the openGL renderer of Gwen Gui, it is this code: glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)&m_Vertices[0].r ); glEnableClientState( GL_COLOR_ARRAY ); if i comment this code portion the bug is solved but some part of the gui that need this is getting weird. Is there any solution to fix this small code portion ? Here is the the whole function if it can help: void OpenGL::Flush() { if ( m_iVertNum == 0 ) return; glVertexPointer( 3, GL_FLOAT, sizeof(Vertex), (void*) &m_Vertices[0].x ); glEnableClientState( GL_VERTEX_ARRAY ); // This 2 lines make the weird rendering artifact glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)&m_Vertices[0].r ); glEnableClientState( GL_COLOR_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, sizeof(Vertex), (void*) &m_Vertices[0].u ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glDrawArrays( GL_TRIANGLES, 0, (GLsizei) m_iVertNum ); m_iVertNum = 0; glFlush(); } Thanks !
  23. oh i see ! im pretty sure that this is not possible, you can only render the gui components inside the openGL viewport !
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