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Work in Progress / The Ray Engine (screenies everywhere)

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QuothTheRaven
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Posted: 19th May 2006 00:46 Edited at: 22nd Nov 2006 16:12
For about...oh say, a few months on and off, I've been working on a first person shooter engine in DBP with Newton. I've played a lot of so called "first person shooter" games on these forums and to be honest, I've been sick of the quality, ESPECIALLY the controls compared to industry FPSes. Things like crouching, going prone, jumping, swim physics, grenades, recoil, none of these things work smoothly, or exist at all, in DBP games. It's these simple things that I feel are the core of engines. Smooth controls, good reactions, etc.

So I decided to make my own.

The Ray Engine: The Super Mario 64 First Person Shooter
I decided on using a Mario 64 level because well...I had it. A friend of mine figured out how to dump raw level data out of an emulator, and I spent a LONG time cleaning it up in 3ds max to get into DBP.

NOTE: This game is lacking something very important, a focus. It's only Mario themed right now because that's the only idea I have, I don't entirely plan to develop it into a full game. I'm just "working" on getting the engine done right now. I haven't touched the code in about two months now.


Showing Newton water physics with boxes in a Mario 64 level.




Showing the gun firing, a slightly prettier shot than above.



It was a wonderful day when I got the sky and water shader to work together peacefully in my engine. (You should see the clouds, it's like looking into the face of GOD)



A screenshot demonstrating my VERY unique grenade throwing system. This is an unique system to any game I have encountered, as it allows you to throw a DUD grenade. Holding down the LEFT mouse button increases the power of the throw of the grenade, and holding down the RIGHT mouse button pulls down the pin. It offers a unique combination of the ability to prime your grenade as well as throw it to whatever location you wish at the same time. You'll notice that in the picture one grenade has a pin and the other does not. The grenade without the pin will explode, the other will not.




A simple, prettier overview of the world.



An explosion showing the force of the grenades. There's a very cool system where if one grenade gets caught in another grenade's blast, it creates a millisecond delayed chain reaction. You can also SHOOT grenades on the ground and they'll blow up. Boxes react accordingly as well with distance and mass.

Currently the game runs at 60 FPS (capped at 60 FPS) at 1280 x 960 x 32 on my system. The FPS dips down to like 45 if there's more than 30 grenades on screen at once.

This engine has, among quite a many other things:
SMOOTH crouch, prone, and standing switches
SMOOTH (not jerky) gun recoil
Complete swim physics
Fully functional grenade / shooting physics
Normal running / jumping etc
Recoil based on stance
Implementation of shaders (water, dynamic clouds, etc)
Working lens flares (see the middle of the above overview picture)

There are still some bugs in the engine, and some that I don't think are fixable (problems with Newton) that constantly slow down my progress. If you've ever made an FPS in Newton then you know how hard it is to get slopes and stairs to work right. The only way to be able to climb stairs in Newton is to remove all friction between the player and the world, which means that if you're standing on even the smallest of slopes you'll slide down it.

Also, until Newton is updated, I'm stuck with the problem that a lot of grenades go through walls because they're so small. Three's no real easy fix to this.

Short of mass begging, don't expect a demo any time soon. There's still a great deal of things this engine is missing, such as the ability to lightmap levels (3dWS has gotten so gosh darned expensive and Gile[s] has yet to actually work right for me with rendering and importing), there's only one weapon type (semi-auto pistol, I want to add things like projectile based weapons, automatic weapons, and sniper rifles), there's no enemy system whatsoever, and I really want to think up a way to implement a hotspot system. Plus the Blackout FPS seems to be overshadowing me, which is always discouraging, lol

I made this post because I have time to kill between classes at college right now. I'd be interested to hear people's feedback, critiques, etc. And just to spark some general interest, when this engine is released in oh say...10 years.

You can view the full progress of the Ray Engine at my forum: http://www.delvarworld.com/forum/viewtopic.php?t=32 (man how hard is it to add some PHP to parse links around here...sheesh)

So...yeah!

Hawkeye
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Location: SC, USA
Posted: 19th May 2006 00:59
Awesome!

Consider yourself overflooded with demo requests


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
BF game programmer
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Posted: 19th May 2006 01:09
dude nice game i like it! this inspires me to go make my own!to bad i suck with newton and ngc . but nice game!

Boba Fett - "put captin solo in the cargo hold"
FoxBlitzz
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Posted: 19th May 2006 01:21
What's with the weird cones around the trees?

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NeX the Fairly Fast Ferret
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Posted: 19th May 2006 01:23
The alphamap obviously wasn't imported properly. Nintendo managed to pull a tree out of a single triangle! Well I never.
This may not be legal to release due to usage of ROM levels.

<OMG></OMG>
NeX, you cant be serious - CattleRustler.
QuothTheRaven
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Posted: 19th May 2006 01:30
Quote: "What's with the weird cones around the trees?"

In the first screenie it's because the trees have NO alpha maps, and in the others it's because I was too lazy to UV map every tree with the proper texture. It'd be better just to replace them with actual objects, but I haven't done.

Flindiana Jones
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Posted: 19th May 2006 02:10
nice. Very Nice. LIkie the n64 level, though I do doubt it's legality...

Your goose is cooked.
zzz
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Location: Sweden
Posted: 19th May 2006 10:35
The sky and water shaders are fabulous! And a mario theme?!
This is a winner, that´s for sure!
Btw, will there be any mushrooms in the game?

Seppuku Arts
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Posted: 19th May 2006 11:23
oooooooooh I completed that level. It looks nice, you got to have Luigi as an enemy.

I will look forward to progress

Yey! I removed the sig...
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Drew Cameron
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Posted: 19th May 2006 14:12
Looking great man! Water shader looks nice with the clouds, too.

That Mario level was so awesome, and then you had to race that big turtle and stuff. Man I LOVE MARIO!

Roxas
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Posted: 19th May 2006 22:13
The level looks just like in super mario 64.. Suggest (Put there some mosnters on engine, like there white thingy.. put the dog monster )

Kingdom Hearts... I found my door to the light <3
Silvester
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Posted: 19th May 2006 22:29
Wh is this called an engine,its a game,not a game creation or whatever creation program.

Your signature has been erased by a mod because it was too beatifull to look at...
ALPHA ZERO PRODUCTIONS
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Posted: 19th May 2006 23:49
nicee

QuothTheRaven
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Posted: 20th May 2006 00:23 Edited at: 24th Jul 2006 00:03
Quote: "NOTE: This game is lacking something very important, a focus. It's only Mario themed right now because that's the only idea I have, I don't entirely plan to develop it into a full game."

This is really more about the code than the graphics right now. The game could still be anything, I'm doing the basics of a shooter: gun setup, level importing, etc. The only thing even remotely related to Mario right now is what the level .X file looks like.


Except of course this:
Quote: "Wh is this called an engine,its a game,not a game creation or whatever creation program."

Which I don't think deserves a response.

Deagle
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Posted: 20th May 2006 08:43
dude! That looks great! And the water looks amazing!
Can we have that water shader too?

Like mushrooms?
http://forum.thegamecreators.com/?m=forum_view&t=73892&b=8#search
Silvester
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Posted: 20th May 2006 09:25
Quote: "Which I don't think deserves a response."


Why not,its critism.
So you can explain why its called an engine.

Your signature has been erased by a mod because it was too beatifull to look at...
QuothTheRaven
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Posted: 20th May 2006 09:29
Quote: "Can we have that water shader too?"

It's taken directly from the Ultimate Shader Thread in the DBP forum.

Quote: "So you can explain why its called an engine."

mmmnope!

Silvester
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Posted: 20th May 2006 09:39
so it aint an engine.

Your signature has been erased by a mod because it was too beatifull to look at...
QuothTheRaven
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Posted: 20th May 2006 10:03
*Sigh*...all right, fine. Of course it's an engine. By your standards the Source engine isn't an engine, neither is the Unreal engine. An engine doesn't need drag-and drop functionality to qualify. Since you didn't read my first post, you don't know that this isn't a Mario game. It's an engine. I can put any level and any weapon combination, and any enemy type into it that I want. I can make multiple games with the same system, aka an engine. I hope this helps you on your quest for knowledge.

Silvester
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Posted: 20th May 2006 10:06
i could think of that myself,

but mostly an engine is a program that creates a game,wether its darag and drop or coding.

Your signature has been erased by a mod because it was too beatifull to look at...
greenlig
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Posted: 20th May 2006 10:17
wrong Mastermind, and engine is the code that DRIVES the game. thats why its called and engine. Its definitely not
Quote: "a program that creates a game"
. Dont tryt and sound authoritative on stuff you have no idea about. No-one likes a smart @ss on a good WIP post like this, its just wasting space.

TheRaven, great looking stuff. Movement in db games has always bugged me too, only i cant code so i have never attempted to fix it

This looks very promising.

Regards,
Greenlig

Blender3D - GIMP - WINXP - DBPro
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 20th May 2006 12:04
Quote: "but mostly an engine is a program that creates a game,wether its darag and drop or coding."

You're confusing editor with engine. Take FPSC - it has two parts, an editor and an engine. The editor compiles all of the media to a central location and creates the scripts necessary for the engine to load and run them. The engine, the .exe, loads the script files and loads the media they specify with the attributes they specify. Many different games of the same type can be made using that engine. This WIP, which is looking very promising might I add, is most definitely an engine. Using a basic framework it will be possible to make many different games of the same type.

Take my WIP, for example. It's DEFINITELY a game engine, and most DEFINITELY NOT a game editor. Big difference. Not to say I won't eventually make a game editor, but I can use Notepad just as effectively to edit my game.

Hope that clears it up for you. Looking good, QuothTheRaven! I hope you find a good focus, I like a lot of the things you're doing with this. My hangup with Newton was the difficulty in controlling 3rd person entities. Have you tried anything with them yet? Ageia might be just the thing you need...

Good luck!


Come see the WIP!
QuothTheRaven
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Posted: 5th Jun 2006 12:20 Edited at: 22nd Nov 2006 16:13
Well now that we're all settled and happy:

If you haven't been keeping up with my threads in the 3d forum, here's the new pistol I modeled for the game:


And the brand new sniper rifle:


And finally...

It's a jungle out there baby!


I spent the entire portion of my waking hours today butchering a few plants in my back yard, pressing the leaves, scanning them, editing them heavily in Photoshop, and turning them into textures to use in my game.

The engine is running at about 50 FPS while drawing around 200 plant objects...a feat I think is pretty sweet. The foliage is extremely dense, I can easily cut it down and still have a nice foresty look. I still have about 6 more leaf textures to actually turn into objects. Right now there are only two, a fern and a whateverleaf. But it looks pretty, don't it?

On a side note, would anyone be interested in a plant pack with quality equal to that of the screenshot? I've put a lot of work into the plants but I'd be willing to give them out, which would probably be about 10 512x512 pngs and .X models, and some code to show how to use them. Would you be willing to pay for it, like say $5 for 10 plants? I doubt that one would pay for it, but I'm just checking you know...for my own greed.

Again, for complete update notes, I'm posting all the technical crap at: http://www.delvarworld.com/forum/viewtopic.php?t=32

Sergey K
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Posted: 5th Jun 2006 12:33
nice work dude.. i like the jungle place

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ALPHA ZERO PRODUCTIONS
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Posted: 5th Jun 2006 17:55
nice, preety inspiring stuff.


btw on the pistol.....is it just one object or seperate ones for the um.....thing that slides when u shoot and the maid body?

if its all one object , you should make it 2 for realism's sake.

FoxBlitzz
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Posted: 5th Jun 2006 22:04
That first-person pistol really needs to be lowered. It's way too high.

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ALPHA ZERO PRODUCTIONS
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Posted: 5th Jun 2006 23:46
what was the polycount ?

QuothTheRaven
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Posted: 6th Jun 2006 06:38
I think he meant the actual height of the gun on screen, not the polycount. I agree, it could be lower if I ever make a hand model it'll be pretty easy to see where it should be. The polycount is 600 tris btw.

FoxBlitzz
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Posted: 7th Jun 2006 08:33
I know that UT2004 doesn't have any first-person hand model at all, and the weapons are pretty low on the screen in that game. You don't need hands if you can make a good excuse.

AMD Athlon 64 X2 4200+
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Cash Curtis II
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Posted: 8th Jun 2006 09:16
Quote: "On a side note, would anyone be interested in a plant pack with quality equal to that of the screenshot? I've put a lot of work into the plants but I'd be willing to give them out, which would probably be about 10 512x512 pngs and .X models, and some code to show how to use them. Would you be willing to pay for it, like say $5 for 10 plants?"

The first thing I thought when you said you were pressing and scanning your own plants was 'Wow, I'm going to have to do that."

However, if you had a high quality pack for sale, I'd buy it. You know what would get you lots of customers? PNG textures that could be used for TreeMagik trees. Like, branches full of good looking leaves, all with transparancy. That would be AWESOME. Just a couple different ones would be great.




Come see the WIP!
Sinistar
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Posted: 9th Jun 2006 13:33
I'll buy your plant pack for 5 if you gots paypal. Saves me the time of scanning leaves...
ALPHA ZERO PRODUCTIONS
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Posted: 12th Jun 2006 06:33
same here

Image All
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Posted: 13th Jun 2006 22:57
It's all leet-like

FunkyStickmen: Battle of the Races (1%)
Natflash Games
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Posted: 14th Jun 2006 02:56
Wow this is looking very good, I like the jungle shot, mainly becauese I love outdoor lush enviroments and such, why I liked FarCry so much.
Keep up the good work.

Visit http://www.natsam.co.uk to find out about my games.
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