screenshots of a tilebased terrain manager

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
User avatar
bal
Greenskin
Posts: 100
Joined: Thu Dec 09, 2004 7:29 pm
Location: Geluwe, Belgium

Post by bal »

Are you using A* or another pathfinding algorithm?
Horizon
Greenskin
Posts: 122
Joined: Thu Jun 02, 2005 3:24 pm

Post by Horizon »

Simply amazing!
Filopher
Greenskin
Posts: 131
Joined: Sun Dec 05, 2004 11:57 am
Location: Germany, Greifswald
Contact:

Post by Filopher »

It has been a while since i posted the last screenshot, so I'll show a shot from a strategy game that I'm coding at the moment and that uses this tile manager.

Image
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Awesome! :D
I see that both Code-Black and the great tilebased terrain engine is progressing! :P
User avatar
madmax
Halfling
Posts: 98
Joined: Wed Nov 09, 2005 6:20 pm
Location: Russia, St.Petersburg
Contact:

Post by madmax »

Nice shot! 8)
"It's a dangerous business going out your front door".
J. R R. Tolkien

---------
Sunny Arkanoid :wink:
madtulip
Halfling
Posts: 78
Joined: Thu Nov 18, 2004 6:35 pm
Contact:

Post by madtulip »

hey filopher, nice to see that your still on it. i also had a longer break due to exams and the lack of a 3d artist in my project.

my last implementation to your tile manager was the collision detection system ogreopcode that jacmoe is curryently working on (if i remember that right).

the pathfinding is indeed A* and supports different costs for movement for different tiles, based on pre given values like wood, road i.e. and also a check for meshes that may happen to block the tile. in the case of meshes i tried to generalise objects that a person could "step on" or "crouch under" like chairs and tables. i didnt want to pre definde those costs for chairs and tables like those from wood and road to keep it more dynamic for a dynamic enviremont that is planed to be implanted (i.e. blasting away a brick wall that scatters its bricks all of the tiles and deciding dynamicly wether the heap of bricks is to high to walk over) this rips the objects on the tiles away from the tile based surface they are standing on - im not yet sure if it will work out.the pathfinding also supports all 3 axes so you could find your way inside a multi leveled building i.e. . to be honest its more of a "teleport" system between multiple layers (levels) of tile maps. those teleport spots are determined dynamicly, so if your "player" manages to walk over heaps of bricks until he reaches a specific high he will enter the tile map one level above him (imagine some tiles with stairs on them, where entering the top most stair takes you to the next high level). this system might lead to redundant information (there might be a heap of bricks on floor level 0 that is that high that is overlaps floor level 1), im looking into that later :roll: .

it would be very kind if you could send me your actual tile engine code filopher. i think you said that you where planing to implement methodes to change skins, lightmaps and so on on your tiles. i would like to use that if i may. after implementation i will of course send you all my code to grap some usefull parts (if there are any ö).

hf coding !
Imperil

Post by Imperil »

madtulip is your code with opcode integration available or is it just something you keep closed source? I would love to take a look at it if it is available online somewhere.
User avatar
Gila
Gnoblar
Posts: 11
Joined: Tue Mar 07, 2006 2:49 pm

Post by Gila »

This looks fantastic, nice work guys... I love all that turn-based Xcom/Civ/Jagged Alliance type stuff.

Keep up the good work - hopefully one day I'll get my strategy project to the screenshot stage :wink:
User avatar
muppet
Halfling
Posts: 66
Joined: Thu Jan 13, 2005 2:38 pm
Location: UK

Post by muppet »

Very nice indeed!
ODE - Open Game Engine (OGE) - http://oge.dayark.com/

"Joy in looking and comprehending is nature's most beautiful gift"
User avatar
irrdev
Orc
Posts: 420
Joined: Sun Oct 15, 2006 7:30 pm
Contact:

Just great!

Post by irrdev »

This is great! Just what I (think) I need for my flight simulator! Keep up the good work!
FeedLaunch .NET RSS and ATOM feed editor- open-source and released under the GPL. Visit Feed Launch .NET Project Website hosted at sourceforge.net
aiinas
Gnoblar
Posts: 8
Joined: Sat Feb 24, 2007 10:49 am

Post by aiinas »

Can the code be shared to some of us, i am very interested in viewing and using the code if its open source, thanks in advance,
y2korny
Gnoblar
Posts: 1
Joined: Sun Apr 15, 2007 3:01 am

Post by y2korny »

I would also love to get a chance to play with the code. Been thinking of trying to do a Populous clone and this would be a great terrain system it looks like!
Filopher
Greenskin
Posts: 131
Joined: Sun Dec 05, 2004 11:57 am
Location: Germany, Greifswald
Contact:

Post by Filopher »

Thanks for your comments. Unfortunately I'm very busy at the moment. I've finished my exams a few months ago and I'm now working at a german university as a researcher. I did not code anything in the last few months. However, I'm trying to revive the code-black project in the next weeks and I hope that there will be progress soon again.
Horizon
Greenskin
Posts: 122
Joined: Thu Jun 02, 2005 3:24 pm

Post by Horizon »

Any news, Filopher? Still very interested in the source-code. The version of the TileEngine that's available from your website is much earlier than some of your beautiful screenshots here :).
User avatar
Slappy
Bronze Sponsor
Bronze Sponsor
Posts: 139
Joined: Fri Sep 28, 2007 8:30 pm
Location: Slovakia

use

Post by Slappy »

I would like to use this code for my game (in development) too...
Is the newest version avaiable???
db123
Halfling
Posts: 78
Joined: Wed May 21, 2008 5:55 am

Post by db123 »

It looks very well.
User avatar
rogerdv
Gnome
Posts: 351
Joined: Fri May 09, 2003 10:43 pm
Location: Cuba
x 1
Contact:

Post by rogerdv »

Any news about this? Updated code?
J_Pierre
Gnoblar
Posts: 7
Joined: Fri May 30, 2008 10:58 pm
Location: Los Angeles
Contact:

Post by J_Pierre »

Great stuff!! Looks awesome!

JP
Post Reply