Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: C++ Cube based 3D engine: I give up. Starting fresh.  (Read 8447 times)

eerr

  • Bay Watcher
    • View Profile
Re: C++ Tile based 3D engine
« Reply #15 on: January 26, 2010, 12:33:29 pm »

will the world be flat?
Logged

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #16 on: January 26, 2010, 02:00:50 pm »

If by flat you mean non-curved, then no. I plan to add a very slight tilt to terrain based on distance to camera, to create a horizon. This means my sky box won't need "artificial mountains in the distance", you'll be able to see a mountain/tower/stuff rise over the horizon. The circumference won't be as large as that of the real earth, but large enough to give you the idea of a huge world instead of walking over a really small asteroid. I don't intend for the terrain to wrap around, it's just a trick to make stuff look better.
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: C++ Tile based 3D engine
« Reply #17 on: January 26, 2010, 07:33:37 pm »

If two players start a fight in the middle of a town square, and everyone around them is forced to slow-motion, that's griefing waiting to happen.

I didn't read your whole post, but to solve this issue,
 just put a limit on the number of people to be allowed into a simultaneous bullet time.
That way, if you are in a crowd of six or more people,
 bullet time is not allowed.
Maybe in addition you can add an option to start a "group bullet time" where if enough of the surrounding people opt in, (at least 2/5's of them) you can do bullet time LOS again.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #18 on: January 27, 2010, 08:39:11 am »

Screw the terrain being realistic for now.

Too hard to do right now, and thinking = no progress. Implement basic non-interesting terrain, and on to other stuff.


Been looking at http://www.infinity-universe.com/Infinity/index.php. Sounds promising as well.
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: C++ Tile based 3D engine
« Reply #19 on: January 27, 2010, 01:52:54 pm »

Or optionally have the time rate vary with the distance to the nearest actual fighter?
Taking out a weapon would count you as a fighter, but it would be impossible to walk up at normal speed, take out a knife, only then slowing down, and backstab them without much time to react.
Logged
Eh?
Eh!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: C++ Tile based 3D engine
« Reply #20 on: January 27, 2010, 02:05:03 pm »

I like that idea.
You would slow as you approached, until you matched their speed.
Bullets shot into their area would slow too.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #21 on: January 27, 2010, 02:19:25 pm »

That's... actually a good idea.
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

eerr

  • Bay Watcher
    • View Profile
Re: C++ Tile based 3D engine
« Reply #22 on: January 27, 2010, 03:09:13 pm »

What about a matrix-style dart trap?
Logged

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #23 on: January 27, 2010, 03:23:22 pm »

Boring Coding is Boring. Loading textures, storing values, checking pointers, administrating, debugging blahblahblah.

Really, with a job and a kid and a gf and a gaming addiction, if this thing is done by 2030 it'd be FAST.
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: C++ Tile based 3D engine
« Reply #24 on: January 28, 2010, 09:28:13 am »

I intend for my game to never be finished.

The only thing close to finished would be if I started a similar concept from scratch,
 in order to rectify flaws of the underlying structure,
 leaving an incomplete "game" behind.

I like my little universe, and programming the hell out of it on occasion is fun.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

eerr

  • Bay Watcher
    • View Profile
Re: C++ Tile based 3D engine
« Reply #25 on: January 28, 2010, 01:28:06 pm »

But what happens when you inevitably add something incompatible about 4 years back...

Which your engine depends on fundamentally?
Logged

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #26 on: January 28, 2010, 01:53:00 pm »

From experience: Then you start redesigning your engine, give up halfway through, and put it in the folder with "Unfinished Projects".  ;D
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: C++ Tile based 3D engine
« Reply #27 on: January 30, 2010, 02:11:31 am »

But what happens when you inevitably add something incompatible about 4 years back...

Which your engine depends on fundamentally?

Didn't you read my post? ; )
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #28 on: January 30, 2010, 06:56:32 am »

Currently rewriting the whole static terrain-grid-structure. The World is just a small container, containing an x number of currently-visible top-level terrain, loaded from the database. When the player moves, new terrain is added, and either loaded from the database or newly created and added to the database for future reference. The database API is written such that it does not matter whether it's from a database or coming from a server.

The terrain is all linked together through vectors of "neighbour" pointers, so the terrain ID needs to be deductible from its relative position in the world. It's possible to determine it like (1000 * y) + x, but that implies a maximum nr of x of 1000, which is not infinite, by far. So x and y relative to terrain 0 needs to be stored, giving a max x of int64 and a max y of int64. As each of those top-terrains contains a fairly large piece of land, that should be enough.

.. or is it?

Calculation:
int64 has a range of -9,223,372,036,854,775,808 through positive 9223372036854775807. One piece of terrain is 343 x 343 X 343 m, although I intend to make them larger to allow for mountains higher than 343 m (2401 m should be high enough), or allow vertical stacking of terrain where necessary.

This means the world can be 3163616608641188101 km wide, 3163616608641188101801 km long, and 3163616608641188101801 km high, or 21147452563 AU. This is enough to cover the entire GALAXY in terrain. Really. It might (MIGHT?) be overkill, but when I say infinite, I want to be ready. ;)
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Siquo

  • Bay Watcher
  • Procedurally generated
    • View Profile
Re: C++ Tile based 3D engine
« Reply #29 on: February 02, 2010, 09:43:38 am »

Right, that's done. Now to render it. Which is lists of vertices within lists ordered by type and per object for removal and and I need some thinking.
Logged

This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))
Pages: 1 [2] 3 4