First showing - the new Portal Connected Zone Scene Manager
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First showing - the new Portal Connected Zone Scene Manager
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
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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Very interesting and promissing!
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
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Well, mostly missing functionality..Chris Jones wrote:looking great!
what are the next features your planning to add?
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...
Chaster
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I hope to get it to a state where it is acceptable for Sinbad to include it in version 1.6.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?
Then, Tindalos (Ogre 2.0) will probably render it obsolete... Boohoohoo, hooray!
Chaster
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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?).Chaster wrote: Then, Tindalos (Ogre 2.0) will probably render it obsolete... Boohoohoo, hooray!
Chaster
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And so will I!Falagard wrote:I'll probably run with this as soon as it's ready.
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!
/* Less noise. More signal. */
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