First showing - the new Portal Connected Zone Scene 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!
Chaster
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First showing - the new Portal Connected Zone Scene Manager

Post by Chaster » Mon May 14, 2007 10:47 pm

Hi,

As a few of you may know, I've been working on the Portal Connect Zone Scene Manager (PCZSM) for a little while now. I thought things had progressed enough where I felt like it was worthy of showing, so I made a little video using the test app I cobbled together. You can see the video here:

http://www.youtube.com/watch?v=RdjIFwCk4zw

Please forgive the poor quality - it uses entirely programmer art. However, I think knowledgeable viewers will be happy.

For those of you who don't know what the PCZSM is for, it's a new scene manager which allows seamless transitions between areas which are organized differently (flat, bsp, octree, quadtree, etc.). This allows the user to create scenes which are "mixed". For example, indoors & outdoors...

The scene shown consists of an outdoor terrain (using the same data as the Terrain Sample) and a building ('castle' lol) with several interior rooms. The video switches between regular & wireframe modes in several places to show how things are being rendered (or not). Sorry it's so short, but I was having difficulty with fraps (my first time doing any video capture using fraps).

I hope to release the source code (as an Ogre Addon?) "soon"...

Comments are welcome (but please keep in mind this is my first Ogre project and I am sensitve.. ;)

Chaster
Last edited by Chaster on Mon May 14, 2007 10:57 pm, edited 1 time in total.
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Post by KungFooMasta » Mon May 14, 2007 10:54 pm

Wow that is awesome! :shock:

All your hard work is paying off! Make sure to tell us when there is some code to play with. :twisted:

KungFooMasta
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Post by Lexx » Mon May 14, 2007 11:16 pm

!!! it's just a Wwwwoooowwww!!!1
looks like it's completely ready for use! nice work!
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Post by bibiteinfo » Mon May 14, 2007 11:33 pm

Wow, really really nice work, keep on going!!
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Post by Kencho » Mon May 14, 2007 11:36 pm

Yeah, this is most impressive! I've been following your progress in the discussion thread lately, and seems you've got something incredibly useful for everyone!

Crytek has now open-source competitors :twisted:

Congrats, honestly :)
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Post by deficite » Mon May 14, 2007 11:43 pm

Nice work. I'm really excited about these new scene managers that people are making lately.
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Post by Chris Jones » Mon May 14, 2007 11:45 pm

looking great!

what are the next features your planning to add?
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Post by steven » Mon May 14, 2007 11:58 pm

Excellent.
I will definitively use it as this is exactly what I need! :D
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Post by PolyVox » Tue May 15, 2007 12:06 am

Excellent! I'm sure I speak for everyone when I say we really appriciate your work. Ogre needs a new scene manager to replace the aging BSP one, and it looks like you stuff is perfect.

Assuming it goes well, is it intended for integration into Ogre at some point? Like 1.6 or 2.0?
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Post by JohnJ » Tue May 15, 2007 12:10 am

Wow, that looks really good! I'm definitely going to use this in my game engine if possible (I was planning on writing my own portal system, but if this works out I won't have to ;) )
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Post by Lord LoriK » Tue May 15, 2007 12:33 am

This is great! Nice addition to the scene manager list. Hope you manage to release a stable version soon so we can all start tinkering with it. Good job!
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Post by Chaster » Tue May 15, 2007 3:40 am

Chris Jones wrote:looking great!

what are the next features your planning to add?
Well, mostly missing functionality..

Right now, I haven't even tested scene queries, so that's definitely on the "todo" list..

Also, I have not delved into the Ogre lighting system yet, so lights are currently another blank (they technically "work" but I have not done anything to account for portals & zones, so there is quite a bit of work there I'm sure..)

I also have a long list of optimizations which I will need to address eventually...

And of course, the code is a horrible mass of non-annotated, copy-pasted, hacks-in-several-places mush, which I really should clean up, annotate, and generally make presentable..

Technically, it's "usable" right now, but I need to get it a bit more fleshed out before I let you knuckleheads beat it into submission... :lol:

Chaster
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Post by Chaster » Tue May 15, 2007 3:41 am

esuvs wrote:Excellent! I'm sure I speak for everyone when I say we really appriciate your work. Ogre needs a new scene manager to replace the aging BSP one, and it looks like you stuff is perfect.

Assuming it goes well, is it intended for integration into Ogre at some point? Like 1.6 or 2.0?
I hope to get it to a state where it is acceptable for Sinbad to include it in version 1.6.

Then, Tindalos (Ogre 2.0) will probably render it obsolete... Boohoohoo, hooray!

Chaster
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Post by syedhs » Tue May 15, 2007 4:43 am

If it is obsolete in Ogre 2.0, then I will probably stick to 1.6 :) 8)
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Post by Falagard » Tue May 15, 2007 6:27 am

Very nice!
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Post by Jerky » Tue May 15, 2007 8:07 am

:shock:
Wowie! Fantastic work Chaster. I think this is going to be quite handy for a lot of people.
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Post by Vladimir » Tue May 15, 2007 8:30 am

Amazing :shock: keep up the great work Chaster !
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Post by Schmelly » Tue May 15, 2007 8:47 am

woah! :D
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Post by PolyVox » Tue May 15, 2007 11:57 am

Chaster wrote: Then, Tindalos (Ogre 2.0) will probably render it obsolete... Boohoohoo, hooray!
Chaster
In what way will it become obselete? I don't know much about Tindalos but I'm aware that one of the aims is to allow multple SceneManagers to handle a single scene - which I guess is to connect things like indoor environments and terrain. I know this overlaps slightly with your aims - but Ogre will always need a decent indoor SceneManager. And portal systems seem to have stood the test of time (the original 'Unreal' used them?).
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Post by Praetor » Tue May 15, 2007 7:03 pm

There will probably be quite a bit of work to make this meld with Tindalos, but what you are doing right now is great work. It will certainly make a springboard for creating awesome managers for Tindalos.
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Post by Falagard » Tue May 15, 2007 8:17 pm

I'm not counting on Tindalos coming out any time soon so I'll probably run with this as soon as it's ready.
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Post by nikki » Tue May 15, 2007 8:21 pm

Wow! That looks really good. :)
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Post by jacmoe » Tue May 15, 2007 9:32 pm

Falagard wrote:I'll probably run with this as soon as it's ready.
And so will I! :D

While it's fascinating following your progress in the PCZSM development topic, seeing this in action really kicks serious ass! :)

Hah! Torque and others: We just stole your buzzword! Seemless transitions between indoors and outdoors! Yay! :twisted:
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Post by Almanak » Tue May 15, 2007 9:36 pm

Thats really cool! Great work! :D
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