terrain demo (new screenshots)
- eugen
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terrain demo (new screenshots)
this demo has a fully physical system enabled (OgreODE), trimeshes all around, grass and particle systems activated, static shadows and stencil too!
i was amazed of what my computer can do (p4 2.8, radeon 9600, 512mb)
Last edited by eugen on Fri Apr 15, 2005 1:00 am, edited 1 time in total.
- LordMyth
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Will there be a Linux version of the demo? (Sorry, but I'm asking this to everybody the whole time, and everybody says no why did I delete my Windows partition?? but I'm not quit thinking about reinstalling Windows)
Have a kiss from me!
Gentoo Linux on AMD64 3200+
NForce4 Chipset
Dual Channel DDR 2x512MB
PCX 16 GeForce 6600 256MB
Gentoo Linux on AMD64 3200+
NForce4 Chipset
Dual Channel DDR 2x512MB
PCX 16 GeForce 6600 256MB
- eugen
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Is that 500,000 polygons that I see (or are my eyes crossed?)! Thats really amazing WITH trimesh and everything else. Any info on the overall project (ie commercial, game, VR etc..).
I am with LordMyth in wanting a linux version (just letting you know that the desire is out here hehe).
Can't wait to see more (Great Work!)
I am with LordMyth in wanting a linux version (just letting you know that the desire is out here hehe).
Can't wait to see more (Great Work!)
- eugen
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OGRE - graphics
openal - sounds
ode - physics
lua - AI scripting
cache - for precache and optimized loading (inhouse development)
serializer - loading and saving scene (inhouse development)
log - logging (inhouse development)
game architecture - running the whole thing (inhouse development)
(the inhouse development is only for windows )
each module has an abstractization layer trough which will comunicate to the other module layers. This way, we can easely pull out one of the modules and the game will work without problems..even more, we can easely replace any base module (ex: lua) and replace it with any other that will implement its base behaviour.
Is a comercial product and for now we try to have a fully-functional demo to show to interested people!
openal - sounds
ode - physics
lua - AI scripting
cache - for precache and optimized loading (inhouse development)
serializer - loading and saving scene (inhouse development)
log - logging (inhouse development)
game architecture - running the whole thing (inhouse development)
(the inhouse development is only for windows )
each module has an abstractization layer trough which will comunicate to the other module layers. This way, we can easely pull out one of the modules and the game will work without problems..even more, we can easely replace any base module (ex: lua) and replace it with any other that will implement its base behaviour.
Is a comercial product and for now we try to have a fully-functional demo to show to interested people!
- LordMyth
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the demo was stopped on the road and is not complete!
here are some screenshots from the last version...i might be able to release the bins in a while but is nothing sure
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_1.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_2.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_3.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_4.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_5.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_6.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_7.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_8.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_9.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... hot_10.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... hot_11.jpg
[/img]
here are some screenshots from the last version...i might be able to release the bins in a while but is nothing sure
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_1.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_2.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_3.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_4.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_5.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_6.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_7.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_8.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... shot_9.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... hot_10.jpg
[/img]
[img]
http://www.laserrollen.de/eu/ScreenShot ... hot_11.jpg
[/img]
- charlie
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- eugen
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the flow in which screenshot?!
i think this is the one u ask for
this is the fire for anyone who what to use it
and this is some other effect (i used here attached to a node and rotating the node around its parent)
i think this is the one u ask for
Code: Select all
PEExamples/fountain
{
quota 5000
material PE/ringflare
particle_width 0.5
particle_height 0.5
cull_each false
billboard_type point
emitter Point
{
angle 7
colour 0 0 0 1
colour_range_start 0 0.3 1 1
colour_range_end 0 0.3 0 1
direction 0 1 0
emission_rate 100
position 0 0 0
velocity 3.434
velocity_min 3.434
velocity_max 3.15
time_to_live 3
time_to_live_min 3
time_to_live_max 3
duration 5
duration_min 5
duration_max 5
repeat_delay 0.2
repeat_delay_min 0.2
repeat_delay_max 1.2
}
affector LinearForce
{
force_vector 0 -3 0
force_application add
}
affector ColourFader
{
red 0
green 0
blue 0
alpha 0
}
}
Code: Select all
Examples/SmallFire
{
quota 10000
material Examples/Flare
particle_width 0.1
particle_height 0.1
cull_each false
billboard_type point
emitter Box
{
angle 30
colour 1 1 0.5 1
colour_range_start 1 1 0.5 1
colour_range_end 0.8 0.3 0.3 1
direction 0 1 0
emission_rate 30
position 0 0 0
velocity 0
velocity_min 0
velocity_max 0
time_to_live 1.7
time_to_live_min 1.7
time_to_live_max 1.7
duration 0
duration_min 0
duration_max 0
repeat_delay 0
repeat_delay_min 0
repeat_delay_max 0
width 0.1
height 0.1
depth 0.1
}
affector LinearForce
{
force_vector 0 0.1 0
force_application add
}
affector ColourFader
{
red -0.25
green -0.25
blue -0.25
alpha 0
}
}
Code: Select all
Examples/EffectRot
{
quota 10000
material Examples/Flare
particle_width 0.5
particle_height 0.5
cull_each false
billboard_type point
emitter Box
{
angle 30
colour 0 1 1 1
colour_range_start 0 1 1 1
colour_range_end 0 0.3 0.3 1
direction 0 1 0
emission_rate 30
position 0 0 0
velocity 0
velocity_min 0
velocity_max 0
time_to_live 30
time_to_live_min 30
time_to_live_max 30
duration 0
duration_min 0
duration_max 0
repeat_delay 0
repeat_delay_min 0
repeat_delay_max 0
width 0.1
height 0.1
depth 0.1
}
affector LinearForce
{
force_vector 0 0.1 0
force_application add
}
affector ColourFader
{
red 0
green -0.06
blue -0.06
alpha 0
}
}