3D Graphics Engine Progress

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GroundUpEngine
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

Thanks for the input :)

@MadPumpkin
Ye I was thinking seperate model for weapon, also smaller crate with ammo is great idea thanks!
Although the the game I'm trying to follow has no ammo pick-ups but instead unlimited ammo so the only downfall is reload time, hmm

Anyway, my "Entity System" for 3D is like 2D but flexible in a sense ->

Code: Select all

class Entity {
vec3 Pos; // 3d point
float orientation; // pretty much rotation on Y-axis
string name; // hmm, so vector<entity> instead of map<string, entity> for the "Entity Manager" class
..etc
Update(); // basic update for time
Draw(); // will be overwriten by inherited classes
}
So this means my Objects and Actors can use the "Entity" class as a base
Objects can be the base for -> MapObjects, Items, etc..
Actors can be the base for -> Players, Vehicles, etc..

Code: Select all

 // something like this
class EntityManager {
vector<Entity*> Entitys; // The Entity's
Entity* getEntity(const string& name); // Get an Entity
void loadEntity(const string& name, const string& eMesh, const string& eTex);
}
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Re: [GroundUpEngine] 3D Engine Progress

Post by RyanPridgeon »

Why isn't this thread sticky'd yet? :lol:

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GroundUpEngine
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

DUDE that's the sticky of commitment!

Although I'd gladly accept it, if my name gets changed to "GyroJunior" :)
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Re: [GroundUpEngine] 3D Engine Progress

Post by Live-Dimension »

With how active the thread is I'm pretty sure it'll stay near the top anyway ;)
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Re: [GroundUpEngine] 3D Engine Progress

Post by eatcomics »

tru dat, I check it quite often, even if there's nothing new, lot of stuff in here :D
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Re: [GroundUpEngine] 3D Engine Progress

Post by XianForce »

eatcomics wrote:tru dat, I check it quite often, even if there's nothing new, lot of stuff in here :D
Agreed. I have it bookmarked =D
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Re: [GroundUpEngine] 3D Engine Progress

Post by MadPumpkin »

GroundUpEngine wrote:Thanks for the input :)

@MadPumpkin
Ye I was thinking seperate model for weapon, also smaller crate with ammo is great idea thanks!
Although the the game I'm trying to follow has no ammo pick-ups but instead unlimited ammo so the only downfall is reload time, hmm

Anyway, my "Entity System" for 3D is like 2D but flexible in a sense ->

Code: Select all

class Entity {
vec3 Pos; // 3d point
float orientation; // pretty much rotation on Y-axis
string name; // hmm, so vector<entity> instead of map<string, entity> for the "Entity Manager" class
..etc
Update(); // basic update for time
Draw(); // will be overwriten by inherited classes
}
So this means my Objects and Actors can use the "Entity" class as a base
Objects can be the base for -> MapObjects, Items, etc..
Actors can be the base for -> Players, Vehicles, etc..

Code: Select all

 // something like this
class EntityManager {
vector<Entity*> Entitys; // The Entity's
Entity* getEntity(const string& name); // Get an Entity
void loadEntity(const string& name, const string& eMesh, const string& eTex);
}
That's awesom!!! It's not really that much different from a 2D game entity class... But sweet thanks!
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

Update:

Still figuring things out.. but a lotta code revision and tweaking has been done before any more implementation. A very boring process I might add, but very annoying since most of my code was as clean as a pig. Well, the code is actually readable and easy to manager now, on with the mission! :)

Todo hopefully:
. Finish VBOs -> super performance for (*obj) Models and (heightmap) Terrain (Thanks zeid for the heads up a while back)
. Other Terrain stuff -> LOD, Chunks, etc
. Physics -> Basic + Rigid body = sexy time!
. Lua -> Lua is Boss.

Dreams of popular Engine features:
. "what you see if what you play" Editor
. script a scene in Lua without touching the easy front-end C++
. scripting for AI and custom enemies
...and all that good sauce would be nice ;)

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Re: [GroundUpEngine] 3D Engine Progress

Post by eatcomics »

According to that picture, all this code revision has driven him insane....
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Re: [GroundUpEngine] 3D Engine Progress

Post by Live-Dimension »

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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

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Re: [GroundUpEngine] 3D Engine Progress

Post by eatcomics »

:lol: :lol: :lol: :lol: :lol:
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Re: [GroundUpEngine] 3D Engine Progress

Post by quickshot14 »

Heyaz ground great to hear an update, i've been lacking latley its about finals for the term and job searching have me extremelly busy atm, so hopefully i'll have my own update sooner rather then latter but anywayz back to your update!
GroundUpEngine wrote:Update:

Still figuring things out.. but a lotta code revision and tweaking has been done before any more implementation. A very boring process I might add, but very annoying since most of my code was as clean as a pig. Well, the code is actually readable and easy to manager now, on with the mission! :)
*hehe* yeah that always is a problem, but something that should always be done and will acutally help things later on. Not only for you when you come back to it years latter for instance but for anyone else who acually sees your code so they have a sense of your logic and where things go. Its very boring, and annoying but eh its something that even I know I have to do later...though probley sooner then I want to lol.
Todo hopefully:
. Finish VBOs -> super performance for (*obj) Models and (heightmap) Terrain (Thanks zeid for the heads up a while back)
. Other Terrain stuff -> LOD, Chunks, etc
. Physics -> Basic + Rigid body = sexy time!
. Lua -> Lua is Boss.
The hightmap will be awsome and is very verstile for terrian systems and why I think so many use it now, not only does it give accrutate represntations of real life like terrian but it also makes manipulation such as deforming and the like much more possible. Ahhh phsyics always so much fun but again adss more belif into the game and that just sucks the user in so good stuff! Lua is very usefull and seems to be a common scirpting method for a lot of game engines now a days, wether thee created by people like us or acutal commerical developers so a good choice there I think!
Dreams of popular Engine features:
. "what you see if what you play" Editor
. script a scene in Lua without touching the easy front-end C++
. scripting for AI and custom enemies
...and all that good sauce would be nice ;)
Hey it never hopes to dream and hope! You never know what you can get! I'm very excited about the end of this term, next term i'm acutallying going to start some Java and C# programming! WOOT! I can finnaly get out of VB.NET! Though it will probley be some time before I start transitiong into ethier langugage for game development at least i'll have the foundation I need and thats always good! Anywayz great stuff groundup! Can't wait to see and hear more my freind! Keep it up! :)
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GroundUpEngine
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

reyhey, the sticky!
:shock2: :mrgreen: ;) woop woop ;) :mrgreen: :shock2:

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Re: [GroundUpEngine] 3D Engine Progress

Post by eatcomics »

Congrats :D YOU'VE BEEN STICKIED THIS PROJECT IS OFFICIAL! GET US SOME UPDATES NAO!

I'm just kidding, but awesome :D
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