Visual C++ 6.0 and OpenGL for the graphics.Quote:
Originally posted by Klashe:
What progs did you use to create this humus?
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Visual C++ 6.0 and OpenGL for the graphics.Quote:
Originally posted by Klashe:
What progs did you use to create this humus?
Are there any website you can direct me to that would help me design something as *** kicking as this?Quote:
Originally posted by Humus:
Visual C++ 6.0 and OpenGL for the graphics.
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If I rest, then I rust.
--Indian Proverb
I've been talking a lot about writing a game together with a friend of mine. He has a lot of ideas about story and such. I haven't met him yet after xmas but we have planned to start working a little on the first design of it sometime after xmas, so when I meet him again soon we'll probably start to work on it. How long it takes before we have a working game I cannot say, but if everything turns out right we might have something to show in the summer. If we are lucky we might end up with something that could be made into a commercial product. With my recent progress in graphics it feels like it shouldn't be impossible ... time will tell ...Quote:
Originally posted by CaTaLyST:
runs fine. win98se
abit kt7 raid, 256ram, geforce 2 gts 64meg, PCI live 5.1, kenwood true-x 72x cd-rom, 2x creative encore dvd rom
let me know when u make a game or something https://www.sharkyforums.com/images/.../2005/06/5.gif
i wanna beta test it.. it looks perty https://www.sharkyforums.com/images/.../2005/06/5.gif
I highly recommend www.opengl.org , they have one of the most friendly developer forum on the net. Some of the frequent contributors are actually driver writers from nVidia and ATi (especially mcraighead from nVidia, who contributes on a daily basis there), so you can get information from very competent sources there.Quote:
Originally posted by Klashe:
Are there any website you can direct me to that would help me design something as *** kicking as this?
If you know C/C++ you should be able to learn basic OpenGL rendering such as colors/texturing in a week or two with a good book or something. I recommend a book called OpenGL SuperBible, and the online version of OpenGL programming guide is very helpful: http://heron.cc.ukans.edu/ebt-bin/np...per/OpenGL_PG/
Nope. I get this really groovy colored line effect which is nothing like what I see in your demo. Sorry.Quote:
Originally posted by Humus:
Well, I haven't implemented my own screen capturer (shouldn't be too hard either), so printscreen it the only way. If that doesn't work you may need to update a driver or something. You could try the Alt-PrintScreen combination too ... might work if you're lucky.
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"I'd kill for you, Marge. Please ask me to kill for you." -Homer Simpson
When I double clicked on BSP Tree thingy and it just turned my desktop to 1024x768 res (I was at 800x600). Oh well, I didnt think it would work on my diamond stealth s540 card anyway. Thats pretty cool you can make something like that, I can only do qbasic https://www.sharkyforums.com/images/.../2005/06/6.gif.
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"I'll sleep when I'm dead."
- Warren Zevon
What kind of BSP tree are you using? Solid? Leafy? Are the lighmaps calculated realtime?Quote:
Originally posted by Humus:
Well, I haven't implemented my own screen capturer (shouldn't be too hard either), so printscreen it the only way. If that doesn't work you may need to update a driver or something. You could try the Alt-PrintScreen combination too ... might work if you're lucky.
Just some questions since I'm writing a 3D engine with a couple of friends and we have a editor going and a simple renderer. Hopefully by the end of the month we will be able to have a deathmatch game going https://www.sharkyforums.com/images/.../2005/06/5.gif
Just out of curiosity, what kind of languages does someone use to create Linux games?
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- jeste®
How could tomorrow ever follow today?
On my Celeron 1GHz running a TNT2-A, I get 28-42 fps. Looks pretty cool, but you need to work on the lighting. Screenshots work fine. I get a few glitches though, and sometimes I simply get "stuck" (weird graphics shaking on the screen) and have to press "Esc" or reboot...
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I, Bin Laden, declare a day of mourning in the whole of the Middle East over the death of an atomic bomb buried in the seabed of the Pacific
Well, it doesn't contain any information about solidity. It's simply a split of the surfaces with the splitting surface in each node in the tree.Quote:
Originally posted by rial9:
What kind of BSP tree are you using? Solid? Leafy? Are the lighmaps calculated realtime?
Just some questions since I'm writing a 3D engine with a couple of friends and we have a editor going and a simple renderer. Hopefully by the end of the month we will be able to have a deathmatch game going https://www.sharkyforums.com/images/.../2005/06/5.gif
The lightmaps are static and are generated at startup, I'm investigating a little on how to implement dynamic lighting and have a few ideas. It'll probably need two extra passes on the surfaces involved.
I'm no Linux guy but I guess C/C++ is most mostly. Probably OpenGL (or Mesa) for the graphics.Quote:
Originally posted by jester:
Just out of curiosity, what kind of languages does someone use to create Linux games?
The reason the lighting looks wrong on your system is because the TNT2 doesn't support DOT3 bumpmapping. My engine doesn't check if it does so the drivers will probably just modulate the bumpmaps with the base texture giving a little strange look. Bumpmaps tends to be mostly purple. If you look on the screenshot at the same page as you downloaded it from you'll se how it's intended to look. It's a little small pic but it'll give you an idea.Quote:
Originally posted by slipgun:
On my Celeron 1GHz running a TNT2-A, I get 28-42 fps. Looks pretty cool, but you need to work on the lighting. Screenshots work fine. I get a few glitches though, and sometimes I simply get "stuck" (weird graphics shaking on the screen) and have to press "Esc" or reboot...
The textures don't look anything on my TNT2 than they look on the screenshot http://dev.www.sharkyforums.forums.relay.cool/Quote:
Originally posted by Humus:
The reason the lighting looks wrong on your system is because the TNT2 doesn't support DOT3 bumpmapping. My engine doesn't check if it does so the drivers will probably just modulate the bumpmaps with the base texture giving a little strange look. Bumpmaps tends to be mostly purple. If you look on the screenshot at the same page as you downloaded it from you'll se how it's intended to look. It's a little small pic but it'll give you an idea.
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I, Bin Laden, declare a day of mourning in the whole of the Middle East over the death of an atomic bomb buried in the seabed of the Pacific
Time to upgrade?Quote:
Originally posted by slipgun:
The textures don't look anything on my TNT2 than they look on the screenshot http://dev.www.sharkyforums.forums.relay.cool/
Nah, I don't game a lot, and even when I do, it's for adventures and RPGs which don't *really* need a lot of graphics power...Quote:
Originally posted by Humus:
Time to upgrade?
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I, Bin Laden, declare a day of mourning in the whole of the Middle East over the death of an atomic bomb buried in the seabed of the Pacific
Just tried it on my pc at home. I got between 290 and 600 fps according to the counter, the textures were all messed up, it changed my screen resolution from 1280 to 1024, my system became very slow and I had to use taskmanager to get back to windows.
Here are my specs:
PIII 733
Abit SE6
256MB CAS3
Matrox G400 32MB DH
Creative 1024 Live
Windows 2000 SP1
latest drivers for all
It's probably not your program that's messing up, but something in my system.
It's probably a mix of my application not checking for support for bumpmapping (I've used DOT3 bumpmapping not the EMBM bumpmapping used by G400) and the drivers for G400. I owned a G400 before my Radeon and were never really satisfied with the OpenGL driver. It took them a year to get stencil buffering in there ...Quote:
Originally posted by Angelus:
Just tried it on my pc at home. I got between 290 and 600 fps according to the counter, the textures were all messed up, it changed my screen resolution from 1280 to 1024, my system became very slow and I had to use taskmanager to get back to windows.
Here are my specs:
PIII 733
Abit SE6
256MB CAS3
Matrox G400 32MB DH
Creative 1024 Live
Windows 2000 SP1
latest drivers for all
It's probably not your program that's messing up, but something in my system.
Sorry I meant were you calcuating the static lighmaps at startup https://www.sharkyforums.com/images/.../2005/06/5.gif How are you doing collision detection without using Solid BSPs? They are very easy to implement and very fast when it comes to collision detection.Quote:
Originally posted by Humus:
Well, it doesn't contain any information about solidity. It's simply a split of the surfaces with the splitting surface in each node in the tree.
The lightmaps are static and are generated at startup, I'm investigating a little on how to implement dynamic lighting and have a few ideas. It'll probably need two extra passes on the surfaces involved.
Yo I was wondering....how long would it take to create a really great Engine (Like Quake 3 and Unreal) by yourself?
BTW Yours is awesome how long did it take you to make?
[This message has been edited by Snoop Dogg (edited January 14, 2001).]
Well, yes, they are calculated at startup. I don't know the actual definition of a solid bsptree but I have not implemented my bsp tree the same way as another bsptree example I saw which was said to be solid ...Quote:
Originally posted by rial9:
Sorry I meant were you calcuating the static lighmaps at startup https://www.sharkyforums.com/images/.../2005/06/5.gif How are you doing collision detection without using Solid BSPs? They are very easy to implement and very fast when it comes to collision detection.
Anyway, you can do collision detection by checking with two point if the line between them intersects a polygon. You start at the root node and check on which side of the polygon the two points are. If they are on the same side (which is very very likely) you can cull all the polygons on the other subtree thus reducing the amount of polygons to check to half each step. If they are on different sides you need to check both subtrees and the polygon itself.
This way you can not just extract solidity information, but you can also get the line of sight or intersection point. This also makes doublesided polygons possible.
dled the program but when i run it, windows give me an error saying
'Bsb tree caused an error in <unknown>.
Bsp tree will now close.'
it also switches the color depth to 32 bit
my comp:
1 gig thunderbird
abit kt7
256mb cas2
All-In-Wonder 128 agp
and other unrelated components
do u know why i get this error?
I´ve found a problem with your game.
There´s no enemies in it.
So what´s the point with it?
Seems wierd to me...
Quote:
Originally posted by Humus:
Hi guys!
I've been working on an 3dengine for a while now and I want to check if it runs on other hardware than my own. It should work on Radeon/GeForce1/GeForce2/MX etc. On ealier cards than that it wont run and not on V5 either because of the lack of DOT3 bumpmapping.
Get it here: http://www.geocities.com/SiliconVall...e/9070/3d.html
Plz tell me whether it runs or not and what hardware you have (CPU & graphic card).
Also, I'd like to know what the fps is. Make sure you press Enter to get to the default position before reading the fps in upper left corner. I fear it'll run a little faster on GeForce2 card than on Radeons since HyperZ will be completely inactive (I use no Zbuffering at all).
Good engine, Humus, I am running about 60 when I come in and around 80's when I move around, I also had a couple of programs running while I was in it so thats why it was low https://www.sharkyforums.com/images/.../2005/06/6.gif
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PIII 450@600 (Yumm)
Epox BXC-A mobo (YUMMM)
PC-100 128 RAM (ewww)
Hercules 3d Prophet 2 MX @ 200/210 (yummmm)
SB 64 Awe
3dmark 2k score: 5007 at 640 by 480 at 16 bit
Bumper Sticker on a resturant once said
"Guys: No shirt No service
Gals: No shirt No charge"
42FPS on a Duron 600 GF2MX 200/200
and it looks nice too btw
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Instead of AMD_Forever, I really think it's more like "Competition_Forever"
It's not a game, it's an engine. You need a solid engine before you can build a game around it.Quote:
Originally posted by Kanelkanyl:
I´ve found a problem with your game.
There´s no enemies in it.
So what´s the point with it?
Seems wierd to me...
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PIII 733@907 (Alpha PAL6035)
ASUS CUSL2
256MB PC133 RAM
Elsa Gladiac GeForce 2 GTS 32MB
SBLive! X-Gamer