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Work in Progress / Goldeneye

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Hamish McHaggis
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Posted: 22nd Feb 2005 00:25
Very nice, I saw this a while ago, but hadn't spotted this thread until today.

The floating guns are odd, although I presume you're going to put hands in there later on? A lot of flickering polygons are in the levels, presumably the decals mainly? I haven't yet found a way to fix this problem in my games, but moving them a bit in front of the wall makes them flicker a bit less, though it's a less than perfect work around.

Apart from that, you seem to have a talent for level creation, and the door buttons and weapon changing is very slick . I could only find one console command though ('hello' ). Keep it up, but I can't find that Christmas demo. Looking forward to the next one.

Isn't it? Wasn't it? Marvellous!
BF game programmer
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Posted: 22nd Feb 2005 00:26 Edited at: 24th Feb 2005 05:55
try the email at the bottom if you havent. all of the levels i will make are in .x format.and i guss ill go get msn mesenger. .couldnt get msn (my parents wont let me yet . if you have a texture for this picture(where it is circled) that would be great im wating for an e-mail talk wendsday

james bond rules

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Dom
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Posted: 22nd Feb 2005 02:01
I can't seem to download the demo. The link was broken


Thanks to Animeblood for the Logo!
BF game programmer
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Posted: 26th Feb 2005 12:22 Edited at: 6th Mar 2005 08:00
i cant post the level on here so if you want it andy198 then give me your e-mail adress.

p.s. this is only what i have you can change it if you want or tell me what you want me to be fix. still waiten for the e-mail you want to send me. !

james bond rules
BF game programmer
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Posted: 2nd Mar 2005 05:17
stll watin for your e-mail

age:12
Dom
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Posted: 3rd Mar 2005 00:55
Hey BF Game Programmer you need to take your age out of your sig. Tis not allowed! ( Or at least i was was told that, by RPGamer)


Thanks to Animeblood for the Logo!
BF game programmer
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Posted: 3rd Mar 2005 07:18 Edited at: 4th Mar 2005 06:52
ok thanks for the warning

james bond rules
BF game programmer
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Posted: 3rd Mar 2005 07:20 Edited at: 3rd Mar 2005 20:14
how this sorry sagetech

james bond rules
SageTech
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Posted: 3rd Mar 2005 08:32
when i say this its a bit hypicritable, but, For God Sake edit your post!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Baggers
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Posted: 4th Mar 2005 06:12
@Sage Tech: For the love of god edit that post right now !
p.s. please !

Nice game progress though !
dj blackdragon3710
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Posted: 4th Mar 2005 06:17
Yes. please do. that is way too long.

It has been said that the body is a slave to the mind. Only the mind knows no freedom.
Osiris
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Posted: 15th Mar 2005 11:20
Just thought i'd bring this old thread back to life and ask how its coming along.

Goldeneye Nemesis
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Posted: 16th Mar 2005 19:49
Ah osiris you cheeky bugger. I know I've been off for a bit, but that’s the curse of Uni I'm afraid. I get three weeks off after the weekend for easter so you'll see some news flying hot and fast around here before long.

@BF game programmer: I’ve tried again to send you an email and it just comes straight back. If you can get msn (http://www.imagine-msn.com/messenger/default.aspx?locale=en-US) then pop on and add me (andyman198@hotmail.com) and I’ll tell you / send you everything you want


I gotta get back to coursework now, so I’ll post an update as soon as I get cracking.
BF game programmer
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Posted: 16th Mar 2005 20:50
ill try to ill let you know when i do

james bond rules
Goldeneye Nemesis
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Posted: 20th Apr 2005 01:59
DEMO! DEMO! DEMO! DEMO! DEMO! DEMO! DEMO! DEMO! DEMO! DEMO! DEMO!

I'm sorry I've not been around much, so much has been going on recently, but I won't bore you with details.

I've spent this wek playing with joints and RagDoll in newton, and its been quite productive. I've made physics hinge based swinging doors, a believable ragdol and all kinds of other physicy things.
On top of that I've made a nice menu system for the start of Goldeneye, so there are two demos to try out!

Demo1: Goldeneye Nemesis - Runway demo - http://www.enigmatekuk.com/goldeneye/downloads/DemoBuild.exe

Demo2: Goldeneye Nemesis - Main Menu - http://www.enigmatekuk.com/goldeneye/downloads/menu.exe

If anyone has the chance, download it and see what you thing. Theres still al long way to go, but im working through it. Next stop is roller doors and sliding doors, all of which will be physics-based. After that im going to tweak and tinker the weapons sub-system and make it bullet-proof (pardon the pun).

I'm still desperate for any level artists / people who can combine large 3d models and play with the mesh's. Level editing in Goldeneye is quite easy so anyone with any experience would be welcome.

I hope you like the demo, and as always, I look forward to hearing from you.
Goldeneye Nemesis
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Posted: 20th Apr 2005 06:26
Well it doesnt stop there! I've added these few things and released a new demo to show them off. Thats two demos in 5 hours. Demos around here are like busses .

Here's the added features:

*added sliding garage door on main screen (left hinge visible)
*added textures to runway crates for added realism. Looks much better, and highlights the different physics for different crates
*Fixed plane key - debug error
*Fixed Pickups - range problem - this breaks the plane key, will fix that soon
*Made swinging doors using newton hinges
*fixed the standard PPK (lack of reload animation)
*Fixed floating guns (still need hands)

If anyone gets chance (out of the 23 people that have downloaded Goldeneye in the last 5 hours) drop me a line and tell me what you think
BF game programmer
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Posted: 20th Apr 2005 07:17 Edited at: 20th Apr 2005 08:04
cool im about to download the demo! ill tell ya what i think! edit N I C E menu thats awesome!!!!! . but when i ran the demo game i couldnt move ? and it also went streght to the runway level?? anyway i havent downloded msn yet because i asked my dad and he said hed have to look at it but ill try and get it today! by theway i ve got gamespace or i just got gamespace and i might be able to model characters and stuff if you want? tell me and keep up the good work

james bond rules
Deadwords
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Posted: 20th Apr 2005 11:12
That's a great reprsentation of Goldeneye! but one big bug, here's a lot of unmodeled parts in the two demos (Runaway and the 1st)

PDAC 4 Ever! http://www.pdac-online.com
Current Projects: House Maker 1.0, The Killer 3D
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Goldeneye Nemesis
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Posted: 20th Apr 2005 20:39
...wouldn't call that a bug, the level is just not quite finished yet. It's a big job re-creating a goldeneye level and I've not done bd to get it this far. What I really need is for a few people to lend a hand. It's really easy to recreate the levels with the tools I have, it just takes some time.
Goldeneye Nemesis
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Posted: 20th Apr 2005 20:58
@BF game programmer:

This demo is just runway, I didn't include the other levels so it will go straight to runway at the moment.

You can move using the W,A,S,D keys like most modern first person shooters. I'll add the arrow keys a bit later.

If you have gamespace then theres plenty you can help with if you wanna join us. Leveling would be the biggest help. If you had MSN then it would make it a LOT easier, and its not unsafe as long as you set it up properly. I'll tell you how if you want.
BF game programmer
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Posted: 20th Apr 2005 21:50
nice i like the demo better now! tell me how to set it up becase that would be great !

james bond rules
Goldeneye Nemesis
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Posted: 21st Apr 2005 00:09
@BF game programmer
Email sent

Goldeneye (Nemesis Engine) - <a href='http://www.enigmatekuk.com/goldeneye/downloads/DemoBuild.exe'>Demo Here</a>
Raven
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Posted: 21st Apr 2005 00:24
Need to change your signature

Goldeneye Nemesis
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Posted: 21st Apr 2005 06:04
Thanks mate, knew there was a way!

How do you like your PPK in the demo? I had to change the texture from dds to BMP and added the reload animation. If we can get some hands from somewhere we can have the mag clide out, and bond can whack another one in and cock the thing. That will add one step of realism that wasnt in goldeneye, but made it to perfect dark.

Goldeneye (Nemesis Engine) - Demo Here
BF game programmer
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Posted: 21st Apr 2005 06:58
got your email! ps i sent a reply if you dont already know

james bond rules
Raven
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Posted: 21st Apr 2005 14:51
Meh! I still can't say I even like the bloody thing, want to totally remodel, skin, etc... but that's just me

I mean I think it came out horribly. That said Goldeneye just looks like it's stretched. Such a weird FOV for the camera, might just be me but it does seem like the gun is stretched ...

Well anyways, I think I found that thing you wanted to see. Can't find my DBP CD though, so ack can't register right now. Mean DBP is off-limits until I find it. Been looking for almost a week now, I've got no idea where it could've gone, normally I put it back in the Dark Matter case with all the other DB CDs, but obviously I didn't this time.

I can't compile the project under DBP 1.05.3 (which is what the trial is) has to be 1.05.8, wish they'd actively update the damn trials as they release new versions. Quite frustrating really.
Goldeneye Nemesis
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Posted: 21st Apr 2005 20:35
darn it. Happened to me not long back. had to order a new one, £8 if I remember correctly. I look forward to seeing that think I wanted to see anyway

I've had a kick ass idea about making grenades and mines, it'll be dead easy to make them throw and bounce in newton so I'll give it a go today. look out for some screens

Goldeneye (Nemesis Engine) - Demo Here
Drew Cameron
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Posted: 22nd Apr 2005 03:41
Just had a play, very good
Nothing really wrong with it, can't think of a thing

Dumbo and Cool - 50% complete today!
Raven
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Posted: 24th Apr 2005 23:34
Drew, so much is improving all the time. Just wait until you see what the next beta has ^_^

Some good work is being put in to the game without a doubt.
Hey Andy, got Resident Evil 4 yesterday (yeah next freaking day delivery! didn't expect that). About 7hrs in, just got to this beasty you have to freeze with LN2 and shoot apart.

The game is so different from the other games in the series, but still it's very Resident Evil. God knows how they kept the same feel of the game, Capcom - Production Studio One... you officially have my sincerest respect!

Well anyways it's given me even more ideas for that project. Given how I hit a brick wall trying to interface my Dynamics Engine, god knows what I'm going to do with it.

I need IanM's Interface, but without it being updated... it lacks alot of functionality. Waiting for TGC to create thier own damn Interface, well lets just say I don't expect it any time even remotely soon. (true f**ked me off that has, as you can no doubt understand mate.)

How the hell I'm going to Interface atleast just the Skeletal Animation System... right now it's beyond me. I need direct access in order to Bind the Skeletons for use so that it can move the objects internally. It's far too much code for Dark Basic Professional to handle at a reasonable speed to.

It like cuts my FPS in half, and as you know this project is heavy shader dependancy. It just made it totally unplayable on my FX5200 when before I was getting a reasonable 50fps.

Well anyways I've got some new ideas, not sure how I'm going to do the Skeletal Animation. Especially given there is still not fix for Maya's exporting.. without an example of DBO Animation (which was promised) I can't even get the DBO MEL Script to export correctly.
Keeps crashing DBP, and I don't want someone else to go over my code or whatever I just need some examples.

DBO as a format is bloody horrible. I'd much rather work with GLM, and that's not a particularly fun format to work with..
:: shakes fist at Quanterions ::

Right now I'm having to export Static Models to Milkshape3D, then rig in that. Export to DBP, use an internally created editor to create the IK structure and animation data. Then use the plug-in I created to load this data and alter based on the I/O of each bone position.

It's a bloody pain in the ass what I've had to do, it's also extremely inefficient given I have a tool I developed in C# that does the job just as well.

It's ridiculous to think the one point that was appealing to me about DBP was the ability to extend the language, but the one thing I can't physically do right now is extend it in a way that would be easy to operate with or even let anyone who doesn't have technicaly knowlage achieve. Well either ridiculous or just ironic.

I'm still dead set on the May 12th Release, so like 2.5weeks. This is going to bloody ROCK! Started work on a shader pack, given everyone is actually interested in one now (unlike when I suggested it like 2years ago) so that should be sorted in the next week. Should help break the rent problems, eh? heh

Well regardless, should be able to show you some visible results by next week. Actually scratch that, not just visible... but playable!
I've put together the design for the train section, with a single player. So it'll be a pure demo level, not something I'll add in the end-game. Kinda like how Half-Life has Uplink.

I've been thinking alot about the controls for it too, because I really like the 'action' button thing, that allows you to interact with the environment changing based on the situation. Definately think the updated Item System should help too.

I mean I mocked up one section where you can shoot out the wall, but there are pipes, and you shoot each one. They control different things. So like one will shoot out steam across the carraige and hurts the enemies as well as causing a nice mist that obscures the vision. Another one is the electrical that cuts the power to the back of the train.

The steam wears off after a while, but the electrical one you have to use the repair action to fix in order to get power back. This is quite cool because it means that some areas would become unaccessible because they're powered by electricity to open doors and such.

That probably sounds better than the actual current implimentation, but hopefully after a week it should work really effectively. It's nice getting the whole 'dynamic' atmosphere of world design without having to script everything.
Raven
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Posted: 29th Apr 2005 01:10
* bump *

Just saw some new footage today of the new features.
Some really cool stuff has been added, so just to let people know things are comming along nicely. You'll be very happy with the current results.

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Drew Cameron
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Posted: 30th Apr 2005 02:00
Are you helping out on it Raven?

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Raven
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Posted: 30th Apr 2005 02:58
As much as I'm able to right now, yeah.
But it's a very limited capacity, mainly moral/technical support.

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Drew Cameron
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Posted: 1st May 2005 06:49
k00l. Hope to see the next beta then...

Dumbo and Cool - 50% complete today!
Goldeneye Nemesis
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Posted: 1st May 2005 10:17 Edited at: 1st May 2005 10:18
ok I have BIG news. I've been doing some amazing things with the Goldneye (Nemesis) Engine.

In order of whats been done:
*Projectile framework finished. You can now add any kind of projectile you want, by simply editing the projectile.ini file. The following projectiles are now in game -
*rockets
*grenade launcher
*grenade
*timed mine
this projectile system will also handle the throwing of gadgets etc and will save a lot of work for me in the future!

*BUG FIX DAY - spent a day on bugs and did the following:
*Pickups no longer float - they are phisics based so you can shoot them around and stuff
*fade screen in/out bug fixed
*objective system fixed - you can now exit the levels
*zoom bug fixed
*prefab bug fixed - you can collide with prefab objects (like the plane)

*Effect system enhanced
*Smoke trails added to projectiles, they look great
*Debris generated upon shooting walls is now Physics based, meaning it looks much better!

*EXPLOSIONS - I added some genious physics code that throws all the physics objects around that are in the explosion radius.

-----

The effects system and new explosions are trully stunning. The next demo should be a sight to behold! I will be uploading screenshots of the new features soon so everyone can take a look.

Slated for next week are ladders, and a big revamp of the runway level. Once thats done, theres not much left except enemy AI, so everyone on the testing team get ready for the latest build. Everyone else will have to hang on till the testing is over, I want the next demo to blow you all away!

Goldeneye (Nemesis Engine) - Demo Here
BF game programmer
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Posted: 1st May 2005 10:44
sounds awesome cant wait!!!

james bond rules
Baggers
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Posted: 2nd May 2005 00:10
Yarr I second the above !

Raven
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Posted: 2nd May 2005 01:31
Development is under-way on a specific Level/World that will show off the Engine's features.

The physics are now quite an impressive part of the game/engine.
Videos will hopefully be finding thier way online to show off the new stuff.

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Goldeneye Nemesis
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Posted: 2nd May 2005 06:04 Edited at: 2nd May 2005 06:09
Well I cant dissapoint after Raven has said that

Here's the link to the first Goldeneye Demo Video, showing the physics and effects system in all its glory.

http://www.enigmatekuk.com/goldeneye/vids/GoldeneyeExplosions.wmv

I'd love to hear your feedback and comments on this so please do post and let me know what you think

[img=http://www.enigmatekuk.com/goldeneye/sig.jpg][/img]
Goldeneye (Nemesis Engine) -
Demo Here
EFX
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Posted: 2nd May 2005 06:08
File doesn't exist...

-
Ignore the avatar...
Goldeneye Nemesis
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Posted: 2nd May 2005 06:10
Blumin eck mate, you're quick off the mark! was just uploading it! it deffinately works now so check it out.

[img=http://www.enigmatekuk.com/goldeneye/sig.jpg][/img]
Goldeneye (Nemesis Engine) -
Demo Here
EFX
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Posted: 2nd May 2005 06:13
Looks awesome. Though, your rocket needs to go a little further before falling to the earth. And I think the gravity needs to be up-ed a notch, the flying boxes go way to slow for realities sake. But it still looks great.

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Ignore the avatar...
BF game programmer
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Posted: 2nd May 2005 07:56
nice lookin but i have to agree with EFX!

james bond rules
Raven
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Posted: 3rd May 2005 10:26
Heh... you know I already agree with them
Still it was done to show what the physics could be like if Goldeneye took place... on da moooooooooon

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Goldeneye Nemesis
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Posted: 3rd May 2005 23:00
The gravity does look a bit low now you mention it, I was too tied up with the fact that I'd made some cool explosion code to worry about it. I will up the gravity and play with the masses of the objects to make things look a lot more realistic when I get the chance. I'm also gonna get rid of the stupid beachballs now there are 'real' objects to blow up . I'l probably replace them with some nice barrels and wooden crates. If I have a few hurs, I'll code up the materials system so when you shoot them they sound like what they are made of.

It's quite an exciting time at the moment, just playing with the goldeneye physics is fun because theres no limit to what you can do, its relatively easy, and the results are amazing. The limit at the moment is my imagination

As an aside, if anyone would like to help with some of the weapon modelling, then please get in touch, by either MSN, email or another post. There is now support for animated weapons so a good moddeler could really go to town.

I don't wanna give too much away, but before long you'll see the Nemesis engine stretched to its limits with the completion of a number of the sub-systems and the adding of some of the final features. Just stick with me while I do it. Thanks to everyone who as been posting on this thread, your feedback has been extremely valuable from the start.


Goldeneye (Nemesis Engine) -
Demo Here
Underworld 1020
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Posted: 4th May 2005 01:03 Edited at: 4th May 2005 01:04
@Goldeneye Nemesis:

This remake is looking very very good, keep it up . Also, I've got a question for you, how did you go about making the physics for the explosions. Like what steps does the explosion code take. I'm guessing the first step would be firing off the projectile by a gravity equation and then see exactly at what point it hits and figure out what objects are in it's blast radius. But, then I need some help with the next part, moving the objects in a way that looks more realistic, instead of just spinning them a little in a random direction. Anyways, the game is looking very cool

Goldeneye Nemesis
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@Underworld 1020

Its actually a really easy bit of code once you get your head round it, newton physics handlesit all really well Here's what you do:

Loop through all the newton objects, and if they are within the blast radius, set a vector staring at the explosions centre, and endingat the objetcs position. Use this vector as the force direction, and multiply it by the power at that point...

To work out the power at that objects position from the explosions centre, simply use the equation: newPower = ExplosionPower / radius^2.

"ExplosionPower" is the force/size of the explosion, and newPower is the force you multiply the vector by in order to give the object a realistic kick.

Thats all there is to it really, it makes for really realistic and cool looking explsions and its not much code at all. I may make a little tutorial on it if I get the time, but dont hold your breath, I have a lot of work to do on goldeneye Hope this helps.


Goldeneye (Nemesis Engine) -
Demo Here
Cavex
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Posted: 5th May 2005 04:57
Looking. What will be giffnce to orgine?
ALPHA ZERO PRODUCTIONS
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Posted: 5th May 2005 09:50
that game looks preety good .

PowerSoft
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Posted: 5th May 2005 16:41
@Nemesis. My scripting engine is coming close to release if your interested



Looking very nice. You used you "brilliant thoery" yet for ladders?


Regards,
Rich

[b]PowerScript: Currently Working on Expression Evaluating, thanks alot DavidT for the help
Goldeneye Nemesis
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Posted: 5th May 2005 23:16
@CaveX: you'll have to explain - "What will be giffnce to orgine? "

@ALPHA ZERO PRODUCTIONS: Thanks mate, I never got tired of those types of post

@PowerSoft: Yep ladders are now finished, with my genius bit of code sat behind . I’ve had a number of people test it to see if the controls are ok, and people go up and down the ladders without thinking of what buttons to press! So I think that’s a non-issue. People love them .

I've also remodelled runway to make it better than ever, and added a roof section to the factory (reachable by ladder only) and it makes a great sniping point (ideal for multiplayer). I'm also going to be opening up all the doors (except the one that heads back into the facility) to finish it off completely.

I have a few bug fixes to make, like the projectile launching angle and collision exclusions etc but its really getting good now .


Goldeneye (Nemesis Engine) -
Demo Here

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