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Re: [GroundUpEngine] 3D Engine Progress

Posted: Fri Dec 25, 2009 5:15 pm
by GroundUpEngine
Master Jake wrote:"Attempt????" Pfft... best palm tree EVAR!!! =)

Add some sand and a pretty ocean and sky =D
Cheers!
aha good idea lol :lol:

Re: [GroundUpEngine] 3D Engine Progress

Posted: Fri Dec 25, 2009 11:53 pm
by davidthefat
I suggest you add some more color... Looks dull, colors make it look more fun.

Re: [GroundUpEngine] 3D Engine Progress

Posted: Sat Dec 26, 2009 12:14 pm
by GroundUpEngine
davidthefat wrote:I suggest you add some more color... Looks dull, colors make it look more fun.
atmo you could say the maps, models and textures are lazy "programmer art", and what I'm using now is a test level :lol:

My excuse is I'm still coding and making the important stuff needed to make the games, soon everything in a game level will have textures and colouring that compliment the scene e.g. textures can be dragged into the viewer to show a preview of the texture or the look when applied to a model, which ultimately means everything in the scene will have a similar or better quality to that of the 'palm tree' I showed, but thanks for the constructive criticism.

Re: [GroundUpEngine] 3D Engine Progress

Posted: Sun Dec 27, 2009 4:29 am
by Master Jake
Where are the coconuts =(

Re: [GroundUpEngine] 3D Engine Progress

Posted: Sun Dec 27, 2009 1:12 pm
by RyanPridgeon
You're getting really good at modelling/texturing! :O

Re: [GroundUpEngine] 3D Engine Progress

Posted: Sun Dec 27, 2009 2:33 pm
by GroundUpEngine
RyanPridgeon wrote:You're getting really good at modelling/texturing! :O
Thanks man! :)
I actually took some time of programming to learn more about modelling e.g. poly-by-poly technique, UV maps and skinning technique.
Master Jake wrote:Where are the coconuts =(
just for you bud :lol:
Image

Crazily enough I'm actually working on a Island Demo with frustrum culling, crazy particles, nice effects and coconuts lolol.
I've also looked into how Crysis make thier tree physics, it's pretty insane :lol:

2010 FTW!

Posted: Thu Dec 31, 2009 4:06 pm
by GroundUpEngine
Happy New Year ES Forum! :cheers:

Bit of new years spice, before I go out.
Not fully textured yet but here is what I have so far ->


Image

Re: 2010 FTW!

Posted: Thu Dec 31, 2009 6:56 pm
by JaxDragon
GroundUpEngine wrote:Happy New Year ES Forum! :cheers:

Bit of new years spice, before I go out.
Not fully textured yet but here is what I have so far ->


Image
Beautiful. Where did you learn to use blender so well?

Re: 2010 FTW!

Posted: Fri Jan 01, 2010 12:59 pm
by GroundUpEngine
JaxDragon wrote:
GroundUpEngine wrote:Happy New Year ES Forum! :cheers:

Bit of new years spice, before I go out.
Not fully textured yet but here is what I have so far ->


[img]
Beautiful. Where did you learn to use blender so well?
Thanks for checking it out!

I learned the basics in college e.g. keyboard shortcuts, making polygons etc..
Then I felt my skills with modelling were poor, so I google'd the techniques below and most of the result were easy to follow Youtube tutorials! cha-ching!
Then I went to Youtube for the more advanced stuff e.g. poly-by-poly technique, how to rig a mesh for animation, texturing (which I'm still learning :lol: )

Practice, practice and more practice is my style! 8-)

Re: [GroundUpEngine] 3D Engine Progress

Posted: Sun Jan 03, 2010 1:04 am
by GroundUpEngine
New Update:

-> Engine Architect is pretty solid now i.e. advanced C++ concepts, Singletons, Shader support, some homebrew GUI etc..

-> Also the team for this project is now 3 people, so less work for me :)

-> Should have a new Youtube vid soon



Preview of basic 3D application entry point ->

Code: Select all

#include "main.h" // Less than 100 lines

int main(){
    New_App* Horse = new App;

	Horse->LoadFiles();
	Horse->Init();
	Horse->Run();

    return EXIT_SUCCESS;
}

Main model is bit better, minus the smoothing and lighting->
Trying to keep it somewhat low-poly, low end systems need love too :lol:


[approx. 1500 Polys /w weapons]

Image

Re: [GroundUpEngine] 3D Engine Progress

Posted: Mon Jan 04, 2010 7:37 pm
by GroundUpEngine
Small Update:

Gonna finally start working on the 3D world editor I planned, I'll use GUI from the engine and maybe implement terrains. ;)
I've been doing some research on the MD2 format and it seems a lot easier to work with.
So I will also try to implement the format into my 3D model loader, which I haven't really worked on in ages.

The engine's 2D & 3D output is currently stable on Windows XP, Vista and 7 but some tests will soon be done on Linux and later on Mac.

Re: [GroundUpEngine] 3D Engine Progress

Posted: Tue Jan 05, 2010 6:09 am
by Milch
What model format are you using at the moment?
I think somewhere in this topic I've read .obj - but isn't .obj only for static geometry?

Re: [GroundUpEngine] 3D Engine Progress

Posted: Tue Jan 05, 2010 7:32 am
by K-Bal
Since I've already implemented Md2 models in my project I would not recommend them. They are very limited and bug prone. I would use an extern lib to load models if I had to redo it ;)

Re: [GroundUpEngine] 3D Engine Progress

Posted: Tue Jan 05, 2010 4:41 pm
by GroundUpEngine
Milch wrote:What model format are you using at the moment?
I think somewhere in this topic I've read .obj - but isn't .obj only for static geometry?
Ye, spot on.
Though the way I do animation with .obj is I load one per file per frame and then run them in a loop, but it sucks and unnecessarily strains cpu.
K-Bal wrote:Since I've already implemented Md2 models in my project I would not recommend them. They are very limited and bug prone. I would use an extern lib to load models if I had to redo it ;)
Well from what I saw your MD2 looks legit but I do hate bugs, so I'll take your word for it. I really need an alternative to .obj so I'll look around for a easier solution, or an external lib. I've already looked at this tutorial -> http://tfc.duke.free.fr/old/models/md2.htm is was pretty nice :)

Re: [GroundUpEngine] 3D Engine Progress

Posted: Tue Jan 05, 2010 4:45 pm
by K-Bal
I used that tutorial as a reference, too. The explanations are great but his code is awkward ;)