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Work in Progress / the Nexus FPS engine

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thebulk71
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Posted: 30th Jun 2007 19:02 Edited at: 22nd Jan 2008 03:59
(21st of JAN 08)
Latest update is a preview of the new editor (temporary GUI) and its terrain tool in action on a high poly terrain:



When zoomed in the terrain tools run at a decent FPS considering the specs of the machine used. This is all accomplished using native DBP vertex commands, and will feature terrain paint tools using splashed vertex alpha'd decals (much like in 3D WORLD STUDIO, this code exists and is working, but isn't yet implemented in this version of the editor)

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Zotoaster
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Posted: 30th Jun 2007 19:34
Wow, looks really good. Keep up the work.

vorconan
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Posted: 30th Jun 2007 19:40
awesome man, love the normal maps
Aaron Miller
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Posted: 1st Jul 2007 01:24
Awsome. I also love the normal mapped decals ^^ I hope you use some sort of LOD to keep away the lag with those though.


Cheers,

-naota

thebulk71
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Posted: 1st Jul 2007 03:56
yeah... I'm trying to chuck in all sorts of stuff like such to keep it going on low end pc's. It runs nicely on a 1.6Ghz, 1G RAM, Geforce 6100. I'm assuming that if my crappy laptop can run that, then most people should be able to.
Shadow heart
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Posted: 2nd Jul 2007 09:20
wow ! looks good

Your signature has been erased by a mod because it's larger than 600x120
Inspire
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Posted: 2nd Jul 2007 18:54
Awesome.

Sixty Squares
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Posted: 3rd Jul 2007 00:05 Edited at: 3rd Jul 2007 00:06
Looks great! If you normal mapped the walls it would be even greater, but the decals are very good right now.

EDIT: Wait... just noticed the video. Forget what I said about the walls being normal mapped. It's amazing as is!

thebulk71
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Posted: 3rd Jul 2007 00:12
lol. Cheers.

I am seriously considering normal mapped walls, however, that particular feature will most certainly come into the engine at a latter period. I am working a few shaders that I consider mandatory and hope to get into the engine. for example:
-soft particles
-realtime shadows

My only concern is the ragdoll functionality of Dark Physics that never really works well.

Either way, I hope to update the videos and stuff soon...
AaronG
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Posted: 3rd Jul 2007 02:52
are you going to design a GUI for this engine?

thebulk71
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Posted: 3rd Jul 2007 15:14
the GUI will be sprite based. It's really up to the user to decide what it will consist of. I only finished the GUI system last night so I'll make a video with a little more on that soon. I'm going to make a life bar function too, simply cos it looks better in some cases rather than numbers...
da power pwnerer
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Posted: 6th Jul 2007 01:16
i just have to know... will it be free or not?
it's looking awesome

Randomness 128
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Posted: 6th Jul 2007 04:11
Looks good, especially the normal mapping on the decals.

But if you really want to add depth to them, how about parallax mapping on the decals?

thebulk71
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Posted: 6th Jul 2007 05:41
Quote: "i just have to know... will it be free or not? "


Well... I can't say for now. Surely the engine might be worth something. It depends on the quality of the final product, I'll stick to radio silence on that for now

Quote: "But if you really want to add depth to them, how about parallax mapping on the decals?"


lol, it is the parallax shader, my bad, should have stated it.

I thought I'd upload a small tech demo, tell me what you think so far... and remember, this is about the engine, not the test models.

just one more thing, this demo is in 640x480 cos i was testing it on a low spec laptop...

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bass guy1669
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Posted: 6th Jul 2007 06:13
WOW this looks REALLY good, how long have you worked on it?

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Aaron Miller
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Posted: 6th Jul 2007 06:54
@thebulk71
Found a bug. (Image attatched)

Looks good.



Cheers,

-naota

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Inspire
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Posted: 6th Jul 2007 08:25
Very good. Most professional I've seen in a while. Love the ricochet sounds.

Mr Kohlenstoff
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Posted: 6th Jul 2007 11:38
Really nice program.. And a funny little bug. (I think it's the same like DB User 2006's)



Good job.

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Aaron Miller
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Posted: 6th Jul 2007 11:42 Edited at: 6th Jul 2007 11:43
@Mr Kohlenstoff
Yup, same bug, heh heh. But yours shows the water, mine showed the sky, heh.

@thebulk71
This is a rather good engine. Do you plan on making an editor for it? If you like, I could build for you (Or help you build) a complete editor for it. (Kind of like FPSC)
edit
You should also put feet/legs under the player, just for looks (Or limit the downwards view). There is also a bug, where if you stand up while trying to crawl, you get stuck (Unless you continue to try and crawl). I think you should restrict the character from standing up, unless there is space to do so.


Cheers,

-naota

thebulk71
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Posted: 6th Jul 2007 11:46 Edited at: 6th Jul 2007 11:59
Ha HA!!! yeah, that has happened to me too... how exactly did u get out?

Quote: "WOW this looks REALLY good, how long have you worked on it?
"


according to the *.dba it's been two months, but honnestly most of the code was either planned out in advance or rewritten from past tests...

For all of you who have the engine, go into the script file, "add.fld" and see if u can't alter the game a bit...lol



yes crawling was implemented last night, i am actually using the character convex code from DP, and it has some limits, but I will fix the crouching soon.

Quote: "This is a rather good engine. Do you plan on making an editor for it?"


yes and no... my mind dwells between two options, a full level editing package, in which case I would most likely seek asistance simply cos I can't be bothered to do that, or a simple prefab and trigger-zone placing tool which I have more or less already built here:
http://myspacetv.com/index.cfm?fuseaction=vids.individual&videoid=8459511
thebulk71
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Posted: 6th Jul 2007 13:22
!!! I just found out how you guys got out... it seems that when strafing a wall one can multi jump... I'll handle this issue in priority... man am I glad u guys spotted this. cheers
Randomness 128
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Posted: 6th Jul 2007 14:36
Good to know you found the problem! I couldn't find a height map for the decals, though. Without it, the parallax mapping is going to waste.

Flamboyant Fish
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Posted: 6th Jul 2007 22:36
Great Job!

It runs so smoothly. How do you keep the FPS so low!? Whats the secret (portals maybe)?

Its not what you know, its who you know.
thebulk71
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Posted: 7th Jul 2007 10:35 Edited at: 7th Jul 2007 10:36
I'll have to look into the parallax shader... seems you are right Randomness 128, it's missing a heightmap.

Quote: "It runs so smoothly. How do you keep the FPS so low!? Whats the secret (portals maybe)?
"


Well, there are a few tricks I found help keep down the FPS, first of all, all of the bullets and particles and such are run using the same function, however, they carry different variables, making them react differently. I found this keeps the engine file size down too.

Secondly, well... I develop on a crappy laptop and do my best to keep it running smoothly. This way, when it comes to playing on a decent desktop it runs like a charm.

Some people might contest my methods but they work for me...

Also, I could implement portals as my engine supports trigger zones, but there are none in this map, i'm simply relying on basic culling.
Kieran
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Posted: 7th Jul 2007 10:43
nice job! looking really great, I love seeing great projects like this

Inspire
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Posted: 7th Jul 2007 19:34
What exactly are portals? I hear people talking about them all the time.

Flamboyant Fish
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Posted: 7th Jul 2007 20:28
Quote: "What exactly are portals? I hear people talking about them all the time."


Check this.

Its not what you know, its who you know.
Inspire
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Posted: 8th Jul 2007 01:24
Thanks, Flamboyant Fish.

David iz cool
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Posted: 19th Jul 2007 21:09 Edited at: 19th Jul 2007 21:11
wow!!

kool stuff you have going!! looks very professional!

i like it when people actually show some awesome game work than just show a jpg of a flat green land and an unanimated character.


one suggestion though,maybe have shells flying around too.
id love to see a video of a guy getting shot! lol

Xarshi
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Posted: 19th Jul 2007 21:40
thebulk71 - Whats this programmed in? C++?

Hello
GatorHex
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Posted: 19th Jul 2007 21:45
impressive

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer
thebulk71
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Posted: 20th Jul 2007 14:35
This is all done in Dark Basic Pro... I am using a few things such as Deimos list, Dark Phyisics and Sparky Collision 2.0. I am nearing completion, AI will be written for this engine without the use of a plugin and shall be implemented last... I have a few more things to polish such as grenades, close combat weapons, doors and ladders... "motivation"
thebulk71
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Posted: 21st Jul 2007 01:13
Ok here is a new demo... quite a few things have been added and modified so let me know what you think now... remember all models are temporary for engine testing purposes.

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Mr Kohlenstoff
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Posted: 11th Aug 2007 13:06
Nice demo again, even if it seems very small. Or is it possible to leave the 2 rooms? However, the movement etc. is very smooth, the weapons are also nice, good work.
Are you still working on the engine/game? I hope so..

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thebulk71
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Posted: 11th Aug 2007 17:34
Nope for now it is just two rooms...

However I have updated the engine (nearing completion, working on AI full-time at the mo'), and I will be posting another demo, with a much larger and complex environment including stuff like ladders and doors and interactive physical entities...
RUCCUS
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Posted: 11th Aug 2007 17:51
Not sure if this has been mentioned but:

- If you crouch to go under something, then stand up while under it (release crouch), you'll be stuck and will have to press crouch again.


thebulk71
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Posted: 11th Aug 2007 19:04
yeah that was in the first demo... this issue has been fixed... if you look through the posts you will find that there is another demo available where this issue has been handled.
thebulk71
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Posted: 15th Aug 2007 06:22
update bump... I have uploaded a new video showing more of the interactive entities in the engine...

the link is here and at the top of this page:

http://www.youtube.com/watch?v=KOHN4wvZUfU
Flamboyant Fish
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Posted: 15th Aug 2007 17:42
nice vid. Are you releasing the source to this one eventually?

Its not what you know, its who you know.
Aaron Miller
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Posted: 15th Aug 2007 21:10
Nexus is the name of a shampoo...

Good work so far.


Cheers,

naota

Dr Manette
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Posted: 16th Aug 2007 04:47
Also the name of the Protoss base.

Very cool video, if you ever release the source, I'd be thrilled.

thebulk71
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Posted: 16th Aug 2007 21:05
Nexus is a shampoo?!!! lol.

I don't want to be stingy, however, releasing the source to this would kill my project. I am planning on releasing parts of the source, such as the character displacement code and maybe a framework of the scripting engine.

When this engine is finally complete, I am hoping to distribute it. I can't say when and how, nor for how much, but I can assure those interested, that it will be very much like FPSC, only different in its mechanics and for those with a little knowledge of coding.
thebulk71
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Posted: 4th Sep 2007 14:37
OK!!! the engine has undergone some more updates... the script engine has once again grown in size... and I have added more physx possibilities. here is a small video showing the latest updates:

http://www.youtube.com/watch?v=T4bvSZH1oZ0
Accoun
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Posted: 4th Sep 2007 18:05
Quote: "Nexus is the name of a shampoo..."

LOL

Nice, now you should make barrels deformable.

Make games, not war.

Deathead
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Posted: 4th Sep 2007 19:06
So in quake 4 we was taking down a shampoo hublol

thebulk71
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Posted: 2nd Nov 2007 03:56
Update bump...

I have updated the engine quite a bit... go to the first thread to read more... here are direct links to the videos showing the latest updates:

-video showing dynamic lighting and latest reworked physics:
http://www.youtube.com/watch?v=BtCpVED7SEw

-video showing basic level creation and lightmapping with the editor:
http://www.youtube.com/watch?v=c2jhvxgICo0

Aaron Miller
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Posted: 2nd Nov 2007 07:03
VERY nice.


Cheers,

-naota

DBP, $80. DBP's plugins, $320. Watching DBP Crash, Priceless.
NG Website Aex.Uni forums
Mr Kohlenstoff
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Posted: 2nd Nov 2007 19:51
This editor looks absolutely amazing. The engine in general seems to work pretty well, I didn't think that you'll get that far.
Will there be another gameplay-demo or maybe even the editor? Would be very cool.. great work.

Satchmo
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Posted: 2nd Nov 2007 23:16
Looks stunning, I hope you finish it.

Are you planning on selling this?(sorry if this has been asked)

Your about to get pwned.
thebulk71
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Posted: 3rd Nov 2007 02:32 Edited at: 3rd Nov 2007 02:33
Well... I'll consider selling it if i find that it has commercial value. Though I am planning on releasing the editor and surrounding tools for free after release, the only thing that i might find commerce worthy would be the actual FPS engine itself, but only time will tell.

I am planning on uploading a new playable demo of the engine soon, hopefully featuring some enemy NPC's.

A website for this project is underway and it will soon have all of the tools and the engine demo available for download

i'd really appreciate ideas or comments from what you might think of the material so far. be harsh if you have to, so long as you're honnest.

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