Code-Black Shots (turnbased strategy game)
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- Greenskin
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Code-Black Shots (turnbased strategy game)
I started a thread about the turnbased tilemanager in this forum. You can see it here: http://www.ogre3d.org/phpBB2/viewtopic.php?t=12952
I'll start a second thread now because I want to seperate the work on the tilemanager from the work on a strategy game called code-black that uses this tilemanager for the terrain (and ogre of course ), but is an independent game after all. So I don't have to mix screenshots anymore and avoid irritating people.
Code-Black is still in early development and it's not really my goal to "show screenshots" but to ask ogre users what they think of the used render methods, models, etc... I'm going to update this thread regularly with my progress and will show new screenshots. So this thread is kind of a developer diary with a lot of screenshots. I'm not quite sure if this is what this forum is meant to be used for. But I'll just start and wait.
Ok, let's begin with a few screenshots (this is a screenshot thread after all):
Ok, it's not much, but there is more to come, I promise.
I just want to start with some comments on the trees. As you can see in the last two screenshots I placed some green trees on the map. However it's rather slow at the moment because I placed every tree as a single entity in the scene. I thought about creating one huge "tree mesh" with all the geometry data of all trees (per map chunk) in it. I think something similiar is used in the static geometry class. So, every time a tree is added or removed on the chunk the "big tree mesh" will be updated (which is rather easy because it's a turnbased game). I even thought about grouping more different objects together as long as they share the same material. Code-Black will use hundreds if not thousand of small objects in the scene, so I think there has to be done some grouping of this kind.
I'll start a second thread now because I want to seperate the work on the tilemanager from the work on a strategy game called code-black that uses this tilemanager for the terrain (and ogre of course ), but is an independent game after all. So I don't have to mix screenshots anymore and avoid irritating people.
Code-Black is still in early development and it's not really my goal to "show screenshots" but to ask ogre users what they think of the used render methods, models, etc... I'm going to update this thread regularly with my progress and will show new screenshots. So this thread is kind of a developer diary with a lot of screenshots. I'm not quite sure if this is what this forum is meant to be used for. But I'll just start and wait.
Ok, let's begin with a few screenshots (this is a screenshot thread after all):
Ok, it's not much, but there is more to come, I promise.
I just want to start with some comments on the trees. As you can see in the last two screenshots I placed some green trees on the map. However it's rather slow at the moment because I placed every tree as a single entity in the scene. I thought about creating one huge "tree mesh" with all the geometry data of all trees (per map chunk) in it. I think something similiar is used in the static geometry class. So, every time a tree is added or removed on the chunk the "big tree mesh" will be updated (which is rather easy because it's a turnbased game). I even thought about grouping more different objects together as long as they share the same material. Code-Black will use hundreds if not thousand of small objects in the scene, so I think there has to be done some grouping of this kind.
- betajaen
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Nice!
About the trees:
http://www.ogre3d.org/phpBB2/viewtopic. ... icgeometry
About the trees:
From his Ukrainian Rumble:Olex wrote:I have created a server that builds Ogre::StaticGeometry on the fly as objects go to sleep, and quickly replace them with originals when they wake up. So, if say a tank goes to sleep, it is compiled in its entirety into a batched mesh.
The results are better than I expected: in certain scenes with a lot of sleeping objects, the performance boost is at least a double.
http://www.ogre3d.org/phpBB2/viewtopic. ... icgeometry
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- Halfling
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This thing looks really cool, dude..
The trees could grow up a little bit (not having the same height).
And it isn't necessary to place the trees like in a squared matrix..
Use irregular positioning and different heights for the trees: this will make the whole thing look even more realistic (if it is your intention)..
Well.. that was just my opinion.. anyway, you are doing a nice work there
The trees could grow up a little bit (not having the same height).
And it isn't necessary to place the trees like in a squared matrix..
Use irregular positioning and different heights for the trees: this will make the whole thing look even more realistic (if it is your intention)..
Well.. that was just my opinion.. anyway, you are doing a nice work there
The worst foe lies within the self..
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If this is to be a tactical TBS, it looks great.
If it is to be a strategic TBS, the tiles are too small, or models too big.
I really like civilization, and I got to tell you, I don't like tactical TBS games that much, because they take a fast paced battle and slow it down, whilst strategy TBS games take a slow paced war and speed it up.
but purely on how the graphics look: outstanding.
If it is to be a strategic TBS, the tiles are too small, or models too big.
I really like civilization, and I got to tell you, I don't like tactical TBS games that much, because they take a fast paced battle and slow it down, whilst strategy TBS games take a slow paced war and speed it up.
but purely on how the graphics look: outstanding.
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- Greenskin
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No, they aren't. It's a normal 3d mesh. I thought about using billboards but I don't think that they are very useful in this kind of game.OzwaldoRinaldo wrote:Dude are those trees billboarded?
I'm currently coding a slim and fast window manager. I need a special one because the windows have to do a few tricky things like hiding in a corner, zooming in when using mouse-over, et cetera...
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The tile-manager really *is* open-source!stodge wrote:Awesome! Are you planning on releasing the tiled scene manager as open source?
See the later parts of this topic:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=12951
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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- Greenskin
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- Greenskin
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I thought about coding my own text functions. Most of the Code-Black windows will be prerendered and won't need realtime text input. For diplomacy and chat windows a text class derived from SimpleRenderable with a letter texture and alpha rejection should do the trick - I think. Have to experiment on that though.polyveg wrote:the problem is the textoutput. you can't use ogre functions for much text.and three open windows
The Code-Black windows are nothing less, just with a different texture.
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- Greenskin
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I'm working on a new tile manager at the moment. The tile manager that polyveg and I presented a few months ago was a good start but it lacks some very important features that I need in Code-Black.
For example at the moment a tile looks like this:
That's a pretty fast visualisation but also not very flexible. If you want a tile to have a discrete height value it won't work with this approach.
Let's take a look at a cross section. The numbers represent discrete height levels.
The first cross section shows the old visualisation used in our tile manager. As you can see a tile hasn't got a visual height value. Instead every tile acts as a connector between different height levels. That may work for many projects but not for Code-Black.
Code-Black needs a visualisation like the second cross section where you can see the height value of a tile without problems.
So, i'll code a worldmap that looks like this:
(a 3x3 grid)
For more details visit http://www.code-black.org/Forum/thread.php?threadid=407
BTW, Code-Black is now an englisch project and no longer uses german. I think I'm going to post a thread in the recruitment forum within the next days.
For example at the moment a tile looks like this:
That's a pretty fast visualisation but also not very flexible. If you want a tile to have a discrete height value it won't work with this approach.
Let's take a look at a cross section. The numbers represent discrete height levels.
The first cross section shows the old visualisation used in our tile manager. As you can see a tile hasn't got a visual height value. Instead every tile acts as a connector between different height levels. That may work for many projects but not for Code-Black.
Code-Black needs a visualisation like the second cross section where you can see the height value of a tile without problems.
So, i'll code a worldmap that looks like this:
(a 3x3 grid)
For more details visit http://www.code-black.org/Forum/thread.php?threadid=407
BTW, Code-Black is now an englisch project and no longer uses german. I think I'm going to post a thread in the recruitment forum within the next days.
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