Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / The great indoors. A theory

Author
Message
Northern Fist
21
Years of Service
User Offline
Joined: 23rd Sep 2003
Location:
Posted: 7th Nov 2003 17:35
A friend of mine came up with this interesting idea concerning making DOOM style levels (in other words they won't be extremely complex).
He said that I should use DB objects and develop a system that causes static plains to be positioned behind significant walls in order to make sure that non-visible polygons are kept in check.
Before you guys scream at me for using DB objects, I would like to point out that it is virtually impossible to make a level editor that doesn't require you to use and import room models from Milkshape, other modelers, etc.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 7th Nov 2003 18:24
Says who?

What about memblocks?

You could very easily make a tomb raider style level engine in DBPro that runs really nicely, has fast and accurate collision (not using DB's built in stuff), and only requires a texture image (like a matrice tile set) for texturing - you could even UV map the surfaces and vertice colour them (lightmaps etc). One drawback - only 1 texture map, but you could cut the level into groups, like by saying this surface uses texture a, etc - a bit trickier but not rocket science.

People need to be more confident about what can be done without resorting to modelling. This is something I plan to eventually look into when I have more time (like next year).


Van-B


I laugh in the face of fate!
richardneail
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Nov 2003 18:30
It's true you could actually build a complete level from say data statements or a text file using a memblock.

You wouldnt need any model software then although a few sheets of graph paper would prob help when working it out.

Rich

You might never win but if you give in will you ever know ??????
M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 7th Nov 2003 21:15
Or make an editor that saved out the level as an array or data statement or memblock or whatever, then rebuild it with the game engine

ZEDWARE website coming soon... //END TRANSMISSION//
Northern Fist
21
Years of Service
User Offline
Joined: 23rd Sep 2003
Location:
Posted: 7th Nov 2003 23:52
Yes, that's what I'm talking about: a GAME ENGINE. It's quite an undertaking, I do not even know if I'll start this project or not.

@ Van-B

Tell me more. Could memblocks be used to actually make 3D rooms using DB Objects as the medium (plains and triangles to be exact). What do you think?
That way, you wouldn't have to resort to just one texture map.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 8th Nov 2003 00:13
Well with memblock meshes, you create the model by adding triangles, so things like matrices are relatively easy to recreate. So basically, if you can generate and organise the 3 verts in each triangle you can recreate any model. As a matter of fact, one of my projects VANseam (which will be done next year) used it's own internal format to perfectly recreate an imported .x model. Unfortunately the format is pretty weak when it comes to texture maps, you can only use 1 per mesh - but you could easily make the model in limbs, each limb with a different texture map. Have a look for Kevils memblock matrice demo for a nice example.


Van-B


I laugh in the face of fate!
Northern Fist
21
Years of Service
User Offline
Joined: 23rd Sep 2003
Location:
Posted: 8th Nov 2003 03:51
Cool! So basically, you could create a matrix out of triangles if you wanted - with a lot of work anyways.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 8th Nov 2003 15:38
Yeah, it is more work that, say using a matrice - but the benefits are worth it. You have direct control, so matrice problems like the ugly lines can be combatted because your making the UV data yourself - simply shrinking the UV's in a little gets rid of it and your terrain looks much better. You can also rotate tiles, add colour, there's just no comparison once you suss out howto make your own. Also as far as my tests go, a memblock mesh is far faster than a matrice. I use a function that passes all the memblock data for a vert, you end up using something like Writevector(x,y,z,normalx,normaly,normalz,colour,uvx,uvy), you have to setup the memblock and know how many triangles you need beforehand, but take a look at some of the code below.

Build the memblock:


Write vector data function:


These use my own arrays, so you'd have to fix the code, but you can see how relatively straightforward it is. The safeheight function is used in case the data overflows, not really needed, in that instance you could access an array directly.


Van-B


I laugh in the face of fate!
Northern Fist
21
Years of Service
User Offline
Joined: 23rd Sep 2003
Location:
Posted: 9th Nov 2003 00:37 Edited at: 9th Nov 2003 00:38
Holy Cow!
This is really awesome.
I wish I weren't so rusty with memblocks.
However, it looks like I'm gonna have to upgrade to DarkBASIC Professional or I'll be left in the dust.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 9th Nov 2003 15:24
Yeah, you should really get DBPro, but you could get DarkMATTER 1, that has memblocks too, not the same format but the principle is very similar.


Van-B


I laugh in the face of fate!

Login to post a reply

Server time is: 2025-06-27 09:05:52
Your offset time is: 2025-06-27 09:05:52