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Work in Progress / SuperSport 3D Game Engine

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Section 812
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Posted: 16th Mar 2015 07:17 Edited at: 9th Jul 2015 00:17


SuperSport 350 3D Engine


This is the game engine I am working on for our in house 3D projects
its still at an early stage but the idea is:
the game is the editor. you enter your encrypted password and you get editmode.
There's no compiling. when you exit editmode changes are part of the game.
you can then make a copy of the game for distribution.

I'm developing this with 3D artists in mind.
the main aspect of this engine is 3rd person view
the terrain in the pictures below was made in L3dT
the tree\'s are some FPSC assets
and the water uses Evolved\'s water shader
adding shaders is as simple as putting them in the Models folder and renaming them with the model name.
the will be no scripting language, there will be a number of hard coded AI to select from, to keep with speed.

Kind of games you can make with this:
3rd person shooter
top down view
zombie survival
exploration

More as it develops.







It is still at an early stage, so the editor is a little bare.
I just thought it deserved a WIP to give some credit to DBPro

= done
= working on
= not started

load and place objects
scale and rotate objects
adjust water level
collision system
player animations
npc animations 90%
animated sprites 80%
lighting 90%
weapon system 90%
pickups
sound
front end
multiplayer ??



seppgirty
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Posted: 17th Mar 2015 00:04
Sweet, keep us updated.

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Posted: 17th Mar 2015 03:03 Edited at: 17th Mar 2015 03:11
only had time to do some more speed work today and fix a little bug
causing some models to load instead of instance when already loaded.

This is on Processor Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz, 2501 Mhz, 2 Core(s), 4 Logical Processor(s)

I'd say an average low end laptop.


there are 40 trees and over a hundred pieces of grass in this scene. the grass in the distance is culled, still playing with the range.
only 5 models were used
fps bottomed out at 37

keep in mind that I'm testing using a massive terrain because I want a good stress test. a smaller one would have better results
and also indoor scenes, of course.

I will continue to fill up the scene and go from there.



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Posted: 17th Mar 2015 04:03 Edited at: 17th Mar 2015 04:07
before I go to bed.

walking through the scene I get an average 48 to 55 fps
more than 100 trees and 2 huts.


from a distance our bottom is still around 37 fps.

it's looking good so far



seppgirty
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Posted: 20th Mar 2015 23:18
Hey, Is this finished yet? It's been 4 days already. LOL. Pics look great. Keep it up.

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Posted: 21st Mar 2015 18:43
lol. I'm trying to keep every thing short and sweet. working on getting
the player character in now. going to get in some npc's hopefully this weekend.
when I get to that point I'll try to get up a video.



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Posted: 22nd Mar 2015 02:19
update:
added player character and animations, using an FPSC character for now
can now save camera angles, so top down games are now possible.

posted a video in the first post but my screen recorder didn't record
the file boxes when choosing assets.



seppgirty
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Posted: 22nd Mar 2015 19:11
Video looks Great. Hope you make something of this. I would be interested in a game maker like this.

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Posted: 22nd Mar 2015 19:48
Thanks seppgirty, when I get to the point of a decent alpha, I'll let you know. I hope you'll be one of the testers.

I will need 5 testers by then, on various machines.
and of course the testers will get an unwatermarked version
with their personal password hardcoded for security
and all updates.

I'll be working on the player character today, melee and weapons.
try to get him ready to do some combat.

ai plans for the first alpha:
zombie ai
seek and destroy ai
friendly roamer ai



seppgirty
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Posted: 23rd Mar 2015 19:02
Quote: "Thanks seppgirty, when I get to the point of a decent alpha, I'll let you know. I hope you'll be one of the testers."


Sure, that would be great. Keep us up to date.

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Posted: 28th Mar 2015 20:45
Posted video of Dark AI test and one of the behaviors that will be
available "melee 1"



seppgirty
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Posted: 28th Mar 2015 23:20
Looking really good. Loving the melee attack.. Keep it up..

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seppgirty
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Posted: 17th Apr 2015 01:38
Any updates?

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Posted: 18th Apr 2015 03:10
Had a few issues with the collision system ,working that out before anything else.
almost got that fixed up.
but before I found that, I got in some more animations for the characters which you can set the start and end frames in the characters ini file.
and 2 ai's
ai=1 - when seen walk to and melee attack
ai=2 - when seen run to and melee attack



seppgirty
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Posted: 18th Apr 2015 16:32
You defantly need a good collision system. Nothing more frustrating than hang ups and falling through levels... Glad to see you got some AI in there.

Are you using the same scale as fpsc classic? Would you reduce it by half so you could have bigger maps? I think that was the problem with fpsc map size.

Hope to see more updates soon. Keep up the good work.

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Posted: 18th Apr 2015 22:58
right now the player and characters are scaled to 25% but you will be
able to scale anything in edit mode except the terrain.
the terrain is a direct x model that I made with the free version of L3DT, saved as obj and converted to x in ac3d and you can make pretty
big terrains with it. or just use what ever model software and form it out. I will add memory to the scaling so you don't have to scale down everything.
soon as I verify my collision is working properly on everything, I can move on to some actual game play aspects.
it is a bit similar to FPSC as the model is accompanied with an ini file

ogre.x would have an ogre.ini file with it and in there you'll be able to adjust it's settings and change ai.

the initial alpha will be in the form of a complete game so you'll be able to understand what's going on better.



seppgirty
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Posted: 19th Apr 2015 17:11
Sounds good. Keep it up.

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Posted: 26th Apr 2015 18:15
gave characters health
started implementing an animated sprite system for blood, fire etc.
using the decals from FPSC.
next I will add dark lights and we'll see what the frame rate does from there.
putting a check list in the op



seppgirty
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Posted: 28th Apr 2015 01:15 Edited at: 28th Apr 2015 01:22
Good to see you're getting things done.

My suggestion for the animation is that when you stop walking have it go back to the idle animation. The player stays in mid motion every time you stop and turn.

keep it up!

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Posted: 28th Apr 2015 02:45
Thanks, I meant to do that but it slipped my mind.



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Posted: 14th May 2015 01:54
did you get dark lights working?

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Posted: 15th May 2015 00:56
Yes I did, sorry for the lack of activity. been trying to find time to
do a video of the progress. I'll have something up by the weekend.
also changed how shaders are used, now they are configured in the .ini
because I realized that the other way, though easy, was just too many
copies of the same shader.



seppgirty
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Posted: 16th May 2015 02:06
Great, can't wait to see it.

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Posted: 17th May 2015 20:44 Edited at: 17th May 2015 20:46
on the last run of darklights, I ran into a bug. either a model or my machine.
after trying to fix it I wound up with no lighting. it was nice while it was working but it kept my fps at 14 to 20, so I need to investigate that.
also the reflective water seems to eat a lot, so going to add fake water as an option to use.
I posted a video with darklights disabled. in this video are recycled
hardware lights on distance, so it's only 3 total lights that jump to
the light positions your in range of.
not as nice but keeps the speed up. when I get darklights working properly, there will be the option to use either.
there are no shadows yet, but I'm working a faster solution for them.
the animated sprites will be fixed but you can change the images.
fire sprites will cause damage to the player and create their own light.
you can now actually kill enemies and be killed and respawn at the start.

still a lot of work to do.



seppgirty
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Posted: 19th May 2015 02:06
That's lookin really good. Loving the fire and blood sprites. Pity about dark lights though. I'm sure you'll get it working.

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Posted: 4th Jun 2015 02:03
just checking in.

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Posted: 9th Jun 2015 05:21
Still here. had to go out of town for a bit.
some progress done but nothing to really speak of. lighting is good and frame rate is still up, should be able to have as many lights as you want. I'm probably going to have to make an external lightmapper
with darklights because it's giving me issues with some textures, it's my code is the problem, but I'll add a lightmap button to the editor. one way or another, Darklights is getting used!
That with the lighting system should make some nice scenery.
I should have something to show by this weekend.
till then, here's a little screenshot attached, I was changing terrain and stuff just to make sure there would be no issues.
new terrain, small fire light



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seppgirty
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Posted: 13th Jun 2015 19:59
Looking good. can't wait to see the update.

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Posted: 15th Jun 2015 00:22
posted a new video of how lights are placed.
Have a lightmapper started, it loads the scene and lightmaps the objects but the terrain is where the issue is. because it is one large object. I tryed adding multiple limbs but it still failed.
going to work on this issue for a bit



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Posted: 15th Jun 2015 01:15
ok, just found why my terrain isn't lightmapping. poly count is too
high. lowered it and it didn't fail so going to make some new terrains



seppgirty
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Posted: 18th Jun 2015 04:52
Looking really good. Game guru watch out.

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Posted: 19th Jun 2015 01:18
I doubt it will compete with GG, lol! forgot to mention that I redid the collision to work better if your level is one complete model. and doing that eliminated a lot of unnecessary checks, improving performance.
I'm really particular about everything working well.



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Posted: 19th Jun 2015 18:19
Quote: "I doubt it will compete with GG, lol!"


You never know, with a little belief you might make it better at certain things. Focus on your strong points.

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Posted: 20th Jun 2015 02:51 Edited at: 20th Jun 2015 15:06
Thanks for the encouragement, Chris!
I'm not intending to compete with GG, this engine wont have the terrain tools or the advanced settings but it will be solid with good performance.
everything so far is coming along solid. I did change the camera setup a bit from saving the cam position to a few presets.
1=thirdperson/firstperson. v key switches
2=topdown view
3=platform view
4=sort of a birds eye isometric view

I may add one that will just cycle through all views with v key.

gotta get to work on getting some weapons in there. Melee is great but sometimes I like to shoot things.
when I get that part in I'll post a video.



seppgirty
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Posted: 20th Jun 2015 16:35
I love that you will have different camera views. Will there be some basic enemy ai included?

Guns
Spell casting?
melee

you can't go wrong with those.

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Posted: 20th Jun 2015 22:57
of course, I'm working on the weapons right now
spell casting is a good one, I'll have to work out how that would go
like a weaponless projectile with an animated sprite mabe.
melee's already in and working pretty good.
I want to get the essentials so your Idea's help

the enemy ai will range from stupid to "why does he always kill me!"
thats a big thing here is to have good ai, so there is of now 3 levels of melee and it will continue like that
3 levels of seek and destroy and so on.

I'm anxious to get down to a solid alpha because then we'll find out what it really needs.
going to try to get some things off the list this weekend



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Posted: 22nd Jun 2015 05:33
it's late here, got the weapon pickup part in, similar to FPSC.
weapon=1 is the same as isweapon
weapontype= 1-pistol, 2-submachgun, 3-rifle, 4-bazooka



seppgirty
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Posted: 23rd Jun 2015 01:45
Good going on the weapon pick up. I like the idea of spells using animated sprites.

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seppgirty
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Posted: 3rd Jul 2015 23:52
Any update?

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Posted: 9th Jul 2015 00:13
sorry, had back injury from work. I'll be back at it real soon.
weapons and shooting are done soon as I can I'll post the progress.



seppgirty
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Posted: 9th Jul 2015 02:43
Sounds great.

Sorry to hear about your back. I know how you feel.

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Chris Tate
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Posted: 10th Jul 2015 18:59
Back injury really makes all kinds of activities a real pain. I hope you will get better soon.

seppgirty
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Posted: 18th Jul 2015 15:43
Just checking in to see how things are going.

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Posted: 2nd Aug 2015 22:30
Keeping 'er alive.

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Posted: 3rd Aug 2015 06:03
yes, just delayed trying to catch up on work piled up from my days off.



Chris Tate
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I know the feeling

seppgirty
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Posted: 9th Sep 2015 01:26
bip

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seppgirty
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Posted: 5th Dec 2015 15:05
is this still going on?
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