==FRAGFIST==
- Jens_K
- Kobold
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==FRAGFIST==
Hello Ogre people,
this is your Fragfist-Team again. We are about to finish our third semester at the Games Academy and are working on a trailer for "Animago-Award".
We will compete in category "Game-Teaser - Education" thus we did a new playable version of Fragfist focusing on multiplayer and cityscape.
The trailer will be captured in real time and be edited using a compositing tool.
With this demo we are heading straight towards the final look and feel of Fragfist.
CarCombat, Multiplayer, GodDamCity!
Here are some impressions of "Animago_City", enjoy:
some team specs:
Fragfist is being developed by three Art+Animation Students at the Games Academy Berlin and a CS Student of the Technische Universität Berlin.
We are working on Fragfist Demos for three semesters now.
Fragfist team are:
Jens Kortboyer, Teamleader, Artist, Gamesacademy
Stephan Unverwerth, Technical Director, Technische Universität Berlin
Marcel Schaika, 3D/2D Artist, Gamesacademy
Cornelius Hölz, 3D/2D Artist, Gamesacademy
Falk Sonnabend, additional Artist, Games Academy
Robert Müller, additional programming, Games Academy
During the third Semester we evaluated the feedback we recieved on our Dirttrack Demo and redesigned our Concept.
Important technical milestones were:
-damage shader
-first successful multiplayer demo
at the same time the art department created most of the graphic assets for the animago demo.
In January we began compiling our work to a working demo.
BTW: there is still one more semester to come. And we are so gonna do it the Fragfist way!
this is your Fragfist-Team again. We are about to finish our third semester at the Games Academy and are working on a trailer for "Animago-Award".
We will compete in category "Game-Teaser - Education" thus we did a new playable version of Fragfist focusing on multiplayer and cityscape.
The trailer will be captured in real time and be edited using a compositing tool.
With this demo we are heading straight towards the final look and feel of Fragfist.
CarCombat, Multiplayer, GodDamCity!
Here are some impressions of "Animago_City", enjoy:
some team specs:
Fragfist is being developed by three Art+Animation Students at the Games Academy Berlin and a CS Student of the Technische Universität Berlin.
We are working on Fragfist Demos for three semesters now.
Fragfist team are:
Jens Kortboyer, Teamleader, Artist, Gamesacademy
Stephan Unverwerth, Technical Director, Technische Universität Berlin
Marcel Schaika, 3D/2D Artist, Gamesacademy
Cornelius Hölz, 3D/2D Artist, Gamesacademy
Falk Sonnabend, additional Artist, Games Academy
Robert Müller, additional programming, Games Academy
During the third Semester we evaluated the feedback we recieved on our Dirttrack Demo and redesigned our Concept.
Important technical milestones were:
-damage shader
-first successful multiplayer demo
at the same time the art department created most of the graphic assets for the animago demo.
In January we began compiling our work to a working demo.
BTW: there is still one more semester to come. And we are so gonna do it the Fragfist way!
Last edited by Jens_K on Fri Feb 17, 2006 12:17 pm, edited 1 time in total.
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- Kobold
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Hey guys,
thanks a lot for the kind words!
It's funny, we had some Quarantine reminiscence as well
We've learned so much developing the ol' Fragfist-Dirttrack.
besides ogre3d we use rakkarsoft's RakNET for networking and ageia's PhysX.
They work awesome together.
We will keep you updated here with links to videos and screenshots from the development.
And on fragfist.com you can get latest devdiary news and production pics.
I'm sure stephan will drop by soon, and do the technician talk
have a good time
Jens.
thanks a lot for the kind words!
It's funny, we had some Quarantine reminiscence as well
We've learned so much developing the ol' Fragfist-Dirttrack.
besides ogre3d we use rakkarsoft's RakNET for networking and ageia's PhysX.
They work awesome together.
We will keep you updated here with links to videos and screenshots from the development.
And on fragfist.com you can get latest devdiary news and production pics.
I'm sure stephan will drop by soon, and do the technician talk
have a good time
Jens.
- MadHed
- Kobold
- Posts: 30
- Joined: Tue Apr 19, 2005 6:13 pm
- Location: Berlin, Germany
- Contact:
Hi there.
Yes that's right, Jens.
- RakNET does a wonderful task of connecting the players. I would
recommend it to anyone wanting to implement Networking in their game.
- PhysX is also darn sweet... unfortunately not open source
- Ogre3D... well...
@corben:
The explosions are:
standard billboard particles: Explosion, smoke, glass/debris
self_oriented: Sparks
@Chris Jones:
Our development systems are:
Pentium4 HT whatever?! GHz (I don't know for sure, will check...)
ATI x800 (XT?) 256MB
1GB RAM
My home System:
AMD Athlon64 3400+
Radeon 9800 Pro 128MB
1GB RAM
At the moment we have some performance problems
but I'm pretty sure some profiling will help us...
The GFX part seems not to be the problem since we can rise
the resolution and turn on AA and AF without
incredible slowdowns . (Yay, Ogre...
Hm... those deadlines, always makes you hack in your code at the last
minute. After finishing the teaser video I will have to refactor my code
alot. I'm pretty pleased with the results we got so far, however.
Stay tuned we will have some amazing videos and screenshots on our
website soon.
--Stephan
Yes that's right, Jens.
- RakNET does a wonderful task of connecting the players. I would
recommend it to anyone wanting to implement Networking in their game.
- PhysX is also darn sweet... unfortunately not open source
- Ogre3D... well...
@corben:
The explosions are:
standard billboard particles: Explosion, smoke, glass/debris
self_oriented: Sparks
@Chris Jones:
Our development systems are:
Pentium4 HT whatever?! GHz (I don't know for sure, will check...)
ATI x800 (XT?) 256MB
1GB RAM
My home System:
AMD Athlon64 3400+
Radeon 9800 Pro 128MB
1GB RAM
At the moment we have some performance problems
but I'm pretty sure some profiling will help us...
The GFX part seems not to be the problem since we can rise
the resolution and turn on AA and AF without
incredible slowdowns . (Yay, Ogre...
Hm... those deadlines, always makes you hack in your code at the last
minute. After finishing the teaser video I will have to refactor my code
alot. I'm pretty pleased with the results we got so far, however.
Stay tuned we will have some amazing videos and screenshots on our
website soon.
--Stephan
- Kencho
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Somewhat similar to the new Xbox360 Full Auto which seems to come very close to burnout (though I've only watched some movies, haven't touched the actual game). Much more stylish, though, with beat up dented cars and a somewhat post-apocalyptic setting. Can't wait to get my hands on a demo!
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Very nice indeed!
ODE - Open Game Engine (OGE) - http://oge.dayark.com/
"Joy in looking and comprehending is nature's most beautiful gift"
"Joy in looking and comprehending is nature's most beautiful gift"