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DarkBASIC Professional Discussion / Zombie Project: Early WIP

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DigitalFury
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Posted: 27th Nov 2010 02:50 Edited at: 29th Dec 2010 22:23
What I want to do is build a video game from the ground up and share what I learn with everyone. I will post code snippets, tutorials, and ideas/concepts.

I am putting a pause on all my projects to work on a new one. I will post my progress, code snippets, and ideas as I build a video game from the ground up.

After working forever on learning everything, writing an endless amount of functions, and working on 3 editors I think it is time to make a video game. Although the tools/editors, functions, and libs/classes speed up everything it still takes a lot of time.

Edited Out Animation Code. Check updated version here.

What I am working on next:
I finished extracting and loading the animation. All this code for loading the animation isn't accessible without every index being global. To solve this problem use Matrix1Utils #31 Lookup Tables or Dark Data. Using something like Dark Data is a good idea for handling this amount of data. Easy to lookup via the two database files.

List of Features


Animation Extraction/Loading: Download Here
- Extract Animation From Test Object Done
- Add Animation From Test Object To Database (KFS, DFS) Done
- Extract + Add To Database for all Objects Done

Multi-Key Input System with Events:
- Multi-Key Input Done
- Events: Key Pressed, Released, Down Done
- Work for every key: (Shift, Alt, Ctrl ...) Done
- Other input devices (XBox 360, Joystick ...)
- Multi-Threaded Key Search Done

Dynamic Resources:
- Finds the next resource Done
- Recycles old indexes Done
- Coroutines Garbage Collector Done
Multi-Threading is a good idea, but Matrix01Util's coroutines work great!

RagDoll:
- Create RagDoll Object
- Add Physics and Link Up Joints
- Add Constraints and Break Points for Joints

Event System:
- Setup, Loop, and Close Function name tags Done
- IsSetup for initial setup. Done
- Loop functions automatically called before each sync Done
- Setup function called first Done

File System:
- ScanFolder function Done
- Misc File Functions Done
- Custom File Formats

Multi-Theading:
- Run test on Multi-Threading Done
- Keep Multi-Threading from crashing Done
- Make Multi-Theading Example Done
- Multi-Threading + Input Example Done

What you can not do in another thread:
- Access Arrays with String Values
- Load Objects or anything having to do with rendering
Any others?

Untested:
- Create an array in a thread
Any ideas of some commands to test?

I think I am officially the first one to get Multi-Threading working and to find practical applications of Multi-Threading!

I have a story written for a zombie game. For now I am just going to work on finishing a basic multiplayer like nazi zombies and then get into the story.

What I still need help with:
Fault Formation: Help - The determinate is suppose to remove or add by a certain amount. I don't understand how to calculate the determinate. Check the quote on how to calculate the determinate. I need help figuring out what the quote is telling me about calculating the determinate. It is a bit confusing.

Multi-Key Input System with Events: Input and Coroutines don't get along. T_T
The problem is the Keyboard function can't be in a coroutine. It skips checking some keys. What I need is an alternative way to scan for input. Scancode doesn't work for scanning input!

Keyboard - Only allows 7 keys to be pressed at a time. DBP only allows 4 keys at a time in a row (ex. 37-40).

One thing I have noticed:
does reduce the performance a bit. I tried using Coroutines with no luck. In theory multi-threading + input should work.

Check Back Often. I will try and update this daily. Help me with my current problems and more code will come your way.

Don't forget to credit me if you use any of my code.

DigitalFury
baxslash
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Posted: 27th Nov 2010 12:30 Edited at: 27th Nov 2010 12:32
I've used these zombies for "The Last Stand". Any help I can provide?

I used the enhanced animations plugin so I might be able to help!

In fact if you download the game you'll get ALL of the animations I used nicely named and ready to use in a folder called "anims"...

Shadow Legacy
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Posted: 27th Nov 2010 18:28
lol that looks so cool, I'll keep checking back so make sure to help us noobs out ;^)

DBPro noob here
Skype = Shadow-Legacy
DigitalFury
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Posted: 27th Nov 2010 22:44 Edited at: 29th Nov 2010 20:36
@baxslash - I am going to release demos as I progress. I can upload the anim's I extracted. It might also be a good idea if you post the anim's and some source to load the anim's. Anything to help out the community would be great!

@Shadow Legacy - Sure. Ask for help if there is something you don't understand. I can try to explain it. Some concepts are going to be a bit more complicated then others. For example the ragdoll based character controller is a theory and is an advanced concept. I might have to explain that one for you.

DigitalFury
DigitalFury
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Posted: 27th Nov 2010 22:56 Edited at: 1st Dec 2010 21:48
I finally finished the two functions to create and load the information from a database.

Edited Out Animation Code. Check updated version here.

With this new concept I don't have to resort to used globals or every animation index. I can easily lookup any animation index making the code later on easier to read.

What I am working on next:
I need an Input System. I am going to use the one I already wrote recently. It is quite a cleaver way of recording multiple keys at once. I just need to test it and get it working for joystick input as well.

After that I am going to try and get the character controller to work. I tried many different approaches to make a working character controller, but I still can't quite get it working. I should just write my own full body character controller using the ragdoll bones.

I was working on a project studying how to create a bone structure at this thread: Skeletal Animation

With what I have I can construct a dynamic kinematic skeleton object from the data I collected. From there I can work on ragdolls.

Again, I will update this daily if I can. Check back often and hopefully you have found my concepts/code useful.

Let me know if you need me to explain something in more detail.

Digital Fury

P.S. I attached a download for: All animation files (.anim) and the databases storing the animation indexes.

DarkData Files:
.dat = DFS
.kfs = KFS
DigitalFury
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Posted: 28th Nov 2010 00:52 Edited at: 1st Dec 2010 21:50
Edit:
I was working on my input system and it doesn't seem to work like I want it to. A quick fix changing the max amount of keys that can be pressed at once from 10 to 4 it work fine. I wanted 10 keys at the same time to work in case two players were using one keyboard or two players using two keyboards on the same computer, but different keys.

Keyboard - Only allows 7 keys to be pressed at a time. DBP only allows 4 keys at a time in a row (ex. 37-40).

Edited Out Multi-Key Input System with Events. Check updated version here.

What I have to work on next:
I will improve this soon so I have events for pressed, released, and for holding down a key. Maybe even for multiple keys. (ex. Shift + A) I have to work in every key because keystate only covers alpha and alphanumeric.

DigitalFury
baxslash
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Posted: 28th Nov 2010 08:57
Quote: "@baxslash - I am going to release demos as I progress. I can upload the anim's I extracted. It might also be a good idea if you post the anim's and some source to load the anim's. Anything to help out the community would be great! "

The source code is just the standard enhanced animations code for loading animations. It's a one liner:


I've attached all of the animations I extracted though! Z1 is "mob zombie 1" and so on. If you get stuck give me a shout.

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DigitalFury
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Posted: 28th Nov 2010 18:52 Edited at: 28th Nov 2010 18:54
@baxslash - Awesome. Hopefully someone will find this useful. I posted my anim files, the database, and the code for loading it all.

@Everyone - I am almost done creating the ragdoll object. I just have to link all the bones to the correct joints.

Here is a screenshot:


Again, I will update this daily if I can. Help me with my current problems and more code will come your way.

DigitalFury

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Jimpo
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Posted: 28th Nov 2010 23:45
Quote: "Press like 7 keys at a time. Several keys won't be printed. I don't know if it is a bug."

It's not a bug with your code; that's just how keyboards work.

DigitalFury
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Posted: 28th Nov 2010 23:52
@Jimpo - Thanks. I didn't know that. I think dbp only goes up to four keys in a row.
Indicium
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Posted: 29th Nov 2010 00:06
Nice method of bypassing the keystate problem!

DigitalFury
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Posted: 29th Nov 2010 00:10
@Mad Nightmare - Thanks. I always found the long list of if statements annoying.

Using the Matrix1Util's "call function" command really helps with organizing the functions. Events for pressed and released will be added later.

DigitalFury
DigitalFury
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Posted: 29th Nov 2010 00:25 Edited at: 1st Dec 2010 21:51
Multi-Key Input System with Events: (Updated)

Changes:
Now it works for key pressed, released, and down events!

How to use it:
Function KeyPressed_Key
Function KeyReleased_Key
Function KeyDown_Key

Edited Out Multi-Key Input System with Events. Check updated version here.

As usual: Check Back Often. I will try and update this daily. If you have any questions or comments let me know.

DigitalFury
DigitalFury
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Posted: 29th Nov 2010 23:47 Edited at: 1st Dec 2010 21:52
I wrote a quick way of extracting the animation from every mod zombie. The structure is the same making this easy.

Updated:

Edited Out Animation Code. Check updated version here.

As usual: Check Back Often. I will try and update this daily. If you have any questions or comments let me know.

DigitalFury

P.S. Attached all the animation and databases. If you want to use the extraction code then copy the .x objects in the object folder.

Mega Upload Link: (New)
http://www.megaupload.com/?d=443APAB7

Mega Upload Link: (Old)
http://www.megaupload.com/?d=C1IFV689
baxslash
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Posted: 30th Nov 2010 11:27
That's one heck of a handy resource. If I use it in my follow up to "The Last Stand" I'll let you know.

Just out of interest is there a reason you're checking every key with your keypressed routine? Seems to me that you might need two versions or it'll unnecessarily slow your game down.

I would have an 'in-game' version that only checks the keys you use during play and another for putting your name in the highscoreboard.

DigitalFury
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Posted: 30th Nov 2010 22:28 Edited at: 30th Nov 2010 22:36
@baxslash -

Quote: "That's one heck of a handy resource. If I use it in my follow up to "The Last Stand" I'll let you know."


Thanks. Here is the updated version.

Quote: "Just out of interest is there a reason you're checking every key with your keypressed routine? Seems to me that you might need two versions or it'll unnecessarily slow your game down."


I am always inproving things. Thanks for the idea. I just had to get it working first.

I uploaded the updated version of Multi-Keyed Input here.

Already figured that. There is a for loop checking 255 keys, a for loop checking 4 released keys, a for loop checking 8 mouse keys, and a for loop checking 3 released keys. That is about 270 steps. I am later going to use multi-threading to remove this routine out of the main game loop.

Another solution would be to check against the function name for keys that are being used, an array of keys to check, and that should do it! Cut down that 255 keys down to the amount of keys I am using in game. Use multi-threading and it wouldn't affect gameplay one bit!

More function libs are going to be posted today.

Thanks for your comments! I should be able to improve on several libs.

Cheers,

DigitalFury
DigitalFury
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Posted: 1st Dec 2010 20:35 Edited at: 1st Dec 2010 23:20
@Visigoth - Sorry. My threads were deleted. I might not have gotten your last post. I added examples and fixed the bugs. Check the code snippets.

@Everyone - Adding my threads again. Forgot to label it as DBP.

DigitalFury
DigitalFury
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Posted: 1st Dec 2010 21:48 Edited at: 4th Dec 2010 03:01
Code Snippets For All


Animation Extraction/Loading: Download Here
- Extract Animation From Test Object Done
- Add Animation From Test Object To Database (KFS, DFS) Done
- Extract + Add To Database for all Objects Done

Multi-Key Input System with Events:
- Multi-Key Input Done
- Events: Key Pressed, Released, Down Done
- Work for every key: (Shift, Alt, Ctrl ...) Done
- Other input devices (XBox 360, Joystick ...)
- Check what key/mouse functions exist and store in array.
- Multi-Threaded Key Search

Dynamic Resources:
- Finds the next resource Done
- Recycles old indexes Done
- Coroutines Garbage Collector Done
Multi-Threading is a good idea, but Matrix01Util's coroutines work great!

Event System:
- Setup, Loop, and Close Function name tags Done
- IsSetup for initial setup. Done
- Loop functions automatically called before each sync Done
- Setup function called first Done

Play/Read Freq Data (Bass.DLL)
- Load MP3 Done
- Get Freq Data/Get Peak Data Done
- Smooth Data Done
- Demo Done

Added this thread recently: Fault Formation: Help

What I still need help with:
Fault Formation: Help - The determinate is suppose to remove or add by a certain amount. I don't understand how to calculate the determinate. Check the quote on how to calculate the determinate. I need help figuring out what the quote is telling me about calculating the determinate. It is a bit confusing.

Any comments, questions, or bugs let me know. Don't forget to credit me if you use any of my code.

DigitalFury
DigitalFury
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Posted: 3rd Dec 2010 02:05 Edited at: 14th Dec 2010 23:24
Tutorial is re-written and moved here:
http://forum.thegamecreators.com/?m=forum_view&t=178927&b=1

DigitalFury
DigitalFury
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Posted: 3rd Dec 2010 02:35 Edited at: 14th Dec 2010 00:11
Tutorial is re-written and moved here:
http://forum.thegamecreators.com/?m=forum_view&t=178927&b=1

DigitalFury
thenerd
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Posted: 3rd Dec 2010 03:18
Quote: "Main was printed once, the for loop was run once, and this would repeat. Notice main is being printed more often.

What does this mean? Well, main is getting that extra time it deserves and your games performance should be better!
"

Wow. I didn't know that was possible. That's so cool... I'll be using that now!


DigitalFury
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Posted: 4th Dec 2010 02:54 Edited at: 14th Dec 2010 23:28
Tutorial is re-written and moved here:
http://forum.thegamecreators.com/?m=forum_view&t=178927&b=1

DigitalFury
DigitalFury
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Posted: 4th Dec 2010 06:28
I thought I would post quick demo of my ragdoll editor. All it does is create bones right now. Soon it will create bone of the correct size. After adding some physics for the joints I should have ragdolls. (well and early version of ragdolls)

Check it out!

DigitalFury

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DigitalFury
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Posted: 4th Dec 2010 23:51 Edited at: 14th Dec 2010 23:27
Tutorial is re-written and moved here:
http://forum.thegamecreators.com/?m=forum_view&t=178927&b=1

DigitalFury
Mistrel
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Posted: 5th Dec 2010 23:58 Edited at: 6th Dec 2010 00:00
Regarding thread safety in DBP:

http://forum.thegamecreators.com/?m=forum_view&t=128257&b=6

Quote: "My experience working with DBP and threads through the development of PureGDK has led me to the conclusion that is is generally unsafe to use threads in DBP because even when sync is on. This is because DBP either calls certain functions internally or uses the same resources as other functions which can lead to an invalid memory access crash when encountering key commands such as For/Next, Do/Loop, Sleep, Wait, etc."


If you want thread safety, you will have to use DarkGDK with manually locked mutexes, semaphores, or critical sections.

Another option to consider is PureGDK. It comes with integrated thread safety code out of the box. No need to implement your own!

http://forum.thegamecreators.com/?m=forum_view&t=177817&b=38

You also mentioned that "Input and Coroutines don't get along". PureGDK wraps the win32 asynchronous virtual-key API so you can detect multiple key presses at the same time.

This is more than a simple port of DBP. Large portions of the engine have been rewritten to provide enhanced functionality, greater speed, and more flexibility. And the best part is, if ever you choose to switch to a different language, you get to take the engine with you!

DigitalFury
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Posted: 6th Dec 2010 00:32
@Mistrel - I have though about porting to Dark GDK or even pure basic. The price is a bit high and I need all plugins to work. I don't know exactly what it is. Is it a new language you made called pure basic or is it c++?
Mistrel
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Posted: 6th Dec 2010 00:41
PureGDK is a port of the DarkBasic Professional engine to a single DLL. It provides a language agnostic "C" interface which allows it to be compatible with almost any programming language.

Because it uses the same internals as DarkBasic Professional, unlike DarkGDK, PureGDK is compatible with all DBP plugins.

The current beta provides headers that allow PureGDK to work with PureBasic. The next beta will provide headers for C++. The same tools I'm using to add support for additional languages are provided with PureGDK-- you don't have to wait for an update to port it yourself.

DigitalFury
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Posted: 6th Dec 2010 00:47 Edited at: 6th Dec 2010 03:09
@Mistrel - Might look into puregdk when I rewrite my project. Would be interested to see if it would be any faster, easier to use, and if it fixes any of the problems DBP has.
DigitalFury
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Posted: 6th Dec 2010 03:48 Edited at: 14th Dec 2010 23:28
Removed and moved to another thread.

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baxslash
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Posted: 7th Dec 2010 13:39
@DigitalFury, you certainly are living up to your name! If this code wasn't as good as it is I'd ask you to slow down or stop spamming.

As it is I'll just say keep it coming! This is a really interesting thread.

This is more of a blog than a WIP and covering a wide scope of stuff. Is it worth moving this thread over to WIP? Or maybe have it re-named? Just a suggestion...

DigitalFury
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Posted: 7th Dec 2010 20:40
@baxslash - I plan on putting a wide range of things on this thread. I want to eventually put a good game demo up after I finish all of this. Might be a good idea to post another thread when I release a demo.

I have been working on these snippets for a while. I revised them so many times. I feel they are complete enough to release to the forums.

I posted what I have for now. More is to come soon.

DigitalFury
DigitalFury
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Posted: 8th Dec 2010 21:41
Before working on this project I was working on a making game editor. I put together an very early preview. I have altered the look and re-wrote a lot of the code. I should be picking up this project after I finish UV mapping and ragdolls.

Hopefully I will have more news soon.

DigitalFury
Destrugter 1
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Posted: 8th Dec 2010 23:44
For the XBox 360 controller support, you can visit

http://forum.thegamecreators.com/?m=forum_view&t=155264&b=8

I'm not sure how far it is, just something I remember seeing someone working on.
DigitalFury
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Posted: 9th Dec 2010 00:11 Edited at: 17th Dec 2010 04:28
@Destrugter 1 - Thanks. I already found that. I tested it and everything works but the headset using wireless. I need a Xbox 360 for windows to test out the headset feature.

DigitalFury

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DigitalFury
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Posted: 16th Dec 2010 05:40 Edited at: 17th Dec 2010 04:22
Moved. Going to post pics of old zombie game idea.

DigitalFury
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Posted: 17th Dec 2010 04:25 Edited at: 17th Dec 2010 04:31
Before this project I was working on a cartoon style Zombie game. I use 3D Studios to model a basic level. This is the first time I tried to make anything using 3D Studios. I am no modeler, but I thought it turned out quite nicely.

Here are the screenshots:




Models in the screenshots:
- Several styles of Large Columns
- Door with pistons locking it in place
- The door has a key in the middle.
- The door rotates and the arrows line up.
- Several types of tiles
- Gears and Shafts
- Basic design of a castle
- Elevator
- New Style of Column
- Stairs
- Stairs that fit in cylinder
- Wall tile (Blocks at random heights)

I am going to put this project on hold for the moment. I am currently writing tutorials and doing some research into some concepts I will use in my game.

DigitalFury

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DigitalFury
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Posted: 28th Dec 2010 06:11
Team Request?


@DigitalFury - I was thinking it might be time to put a team request out there. I have way to many projects and most of them are unfinished. I tend to tackle more then I can therefore never getting anything done.

Just like everyone else I want to finish at least one good video game.

I am debating whether to make a team request thread or not. I am sure the first thing people will want to know is how much experience I have and what is my skill set.

To answer that question:
I have been programming for 3-5 years and I have researched many concepts of game development. I wanted to make sure I knew the possibilities I had before plunging into making a full video game. I figure I am finally at the point of knowing what I need to finally start a game.

If I get any interest I might make a thread with everything I know and have worked on. Maybe even samples of my work. Who knows what will happen so post if you have interest and I'll post a team request thread.

Thanks,

DigitalFury
DigitalFury
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Posted: 5th Feb 2011 22:18 Edited at: 6th Feb 2011 03:10
Secret Projects


I have been working on several secret projects since I lost my job in 2010. These are commercial project and I thought I would reveal some of them. Some projects I am working on by myself and others I had to ask for help. Like for example, my UV Mapping class I needed help from some math teachers. Right now I am using standard algebra, but I think I might have to use calculus. I have to do further research. All of these projects help me reach the goal of making a professional video game. This Zombie project has been put on hold until I can finish these goals.

GUI


I wrote a GUI class a while back. I rewrote it when I was making some shader demos. With all those rewrites I finally decided on the direction I would go with Designing GUI. It will be control based. Control is the base type. A control has basic properties and behaviors that can be changed based on the controls type. The Control captures events and calls the functions if an event is raised. An example would be pressing the left mouse button within the boundaries of the control. That would be the MousePressed_Left event. I wrote an extensive Input class for handing mouse input that I can use for my GUI class. The event class would also be used for calling functions when an event has occurred. I talked to Ric who was the creator of GUI Studios and he agreed to let me look at GUI Studios. I am working with Ric's GUI and I am making my own in game editor and GUI class. I looked at a lot of Ric's code and found it to be a bit overbearing. Instead of simplifying and speeding up the current code I am completely re-writing it. I also want an in-game editor so the results are immediate. My project should be released commercially soon.

Editor


The editor is a huge project of mine. I have re-written my editor at least 10 times. I've used file mapping with Visual Basic .Net to Blue GUI. I have also tried writing a few plugins, but I couldn't ever get it to compile stably every time. I have finally learned enough to make a good solid game editor. I am using basic 2D and 3D lines instead of plains and 3D cursors. I am working on making everything completely physics based. I added selecting one object or multiple objects as a group and moving them around. I've also worked on basic vertex editing. I find DBP primitives very slow so I might replace them with the vertex editing concepts I learned. I made an early version of the game template a while back when I was working on this editor. I wanted the editor to run at maximum performance and cut down on CPU usage. I found a lot of what I was doing was very slow on a larger scale so I needed to create the Game Template in order to work on more of a larger scale. I was working with shortcut keys instead of GUI to interact with which also made things hard to work with. I stopped working on the project to write the Game Template and the GUI class. I will resume this project once I have both of them finished. After I finish the Game Template and editor I will continue adding on tools and classes for everything you need including: GUI, Animation, UV Mapping, Shaders, Terrain Editing, AI, Physics, and much more. I plan on having a universal character controller working within the editor as well.

Rag Dolls


I have been working a lot on learning how to make ragdolls. I make my default bone structure and now I just have to link it to objects correctly. I also want to add BVH animation and procedural animation to give the ragdolls more realistic transitions.

UV Mapping


I have been working on the UV Mapping algorithm for months now. It has been very hard to figure out how to convert the coordinates from 3D to 2D. I have managed to calculate the polygon, but not the exact coordinates. I made the algorithm myself and added a few changes to it with the help of someone from the forums. When the algorithm is completed I should be able to directly paint on textures and save them and reload them. This would be a great way to change your environment and save and then load it. I also want to use normal mapping to give the bullet holes a more realistic look. I also want to add masking for defining materials so the bullet hole changes. I also want to adjust depth by adjusting the normal map in real-time. I am greatly looking forward to finishing UV Mapping.

Updates are posted on my blog:
http://www.tumblr.com/tumblelog/digitalfuryblog

DigitalFury


Game Template: Everything you need to develop your games.

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