FPS from Ground up [Download Beta]

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realaxis
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FPS from Ground up [Download Beta]

Post by realaxis »

[Edited]
This is our FPS game powered by RealAxis Game Engine, And it is currently in beta. RealAxis Game Engine has a in built collision detection and physics library which is created from scratch apart from that it uses
Ogre3D library for rendering and
Irrklang for audio

For more information about RealAxis Engine Development check out our development post here.. http://realaxissoftware.com/RealAxis-Engine-Development

"RealAxis Robot War Game Play"
This is regular FPS game and the goal is to kill all the robot (enemy) available in the map. Currently only one map is available to load in the game but more maps will be available as we progress with the development. Map in the game is represented by a special file called as rxmap. rxmap file store following information:
geometric/material information
collision related data
models position and orientation
total number of health packs/Ammo and their positions
spawn points etc..

The current rxmap available in the game is called "Old Ware House"
Screens:
screen44.PNG
screen44.PNG (242.55 KiB) Viewed 4214 times
screen88_small.PNG
screen88_small.PNG (241.08 KiB) Viewed 4214 times
screen66_small.PNG
screen66_small.PNG (236.43 KiB) Viewed 4214 times
Download link to windows executable: [extract the file and double click on FPS.exe]
[New Download Link ] : http://realaxissoftware.com/robotwar-beta

Current Game runs at a consistent speed of 100 on average machine and it is very difficult to kill all the robots in first few attempts. Their are few things which may bother you ..
High mouse sensitivity
Low Shooting range of the Gun

We are on the way to fix these issues. So Try it and let us know you experience.

Project Participation:
If you are willing to participate We have positions open for
* Modeller and Animator
* Particle script designer
* Concept Artist

Who are we?
http://realaxissoftware.com

Thanks
-RealAxis
Last edited by realaxis on Sat Apr 03, 2010 8:31 am, edited 7 times in total.
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Re: FPS from Ground up

Post by zarfius »

Good start.

Have you thought about how you are going to create maps?
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Re: FPS from Ground up

Post by realaxis »

hey zarfius,

I am using blender for modelling. Entire map will be created using Blender and then exported to Ogre. I am working on the conceptual design of the map and was thinking about a old warehouse.

Do you have any exciting ideas about Map?

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Re: FPS from Ground up

Post by zarfius »

realaxis wrote:Do you have any exciting ideas about Map?
Not really. I only ask because I think there is much more to map creation than the 3D model you could create in blender. How are you going to place spawn points, health packs, weapon pickups, enemies, opening doors, ambient sounds, dynamic lights and so on? I suppose you could do it with some fancy workaround in your exporter, but it would make more sense to have a specialised application for this purpose.

I'm currently working on an editor designed specfically for this purpose. It's far from finished, but at some point in the future I'd like to see my map editor used in other Ogre projects. Have a think about it what you'd really like to see in an such an editor?

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=54208
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Re: FPS from Ground up

Post by realaxis »

Thanks for your reply, I thought you wanted to suggest some good map.

To answer your question : How you are going to create a Map?
I will do all modelling in blender and export to Ogre. While modelling i will keep a good understanding of coordinates and then place desired objects accordingly in Ogre scene with some trial and error. I may also use dot-scene-exporter available for Blender if required. I am really focus on creating a playable game so i may compromise on certain things if they appear to be very difficult to achieve by following the above approach.

About Editor:
Having a editor for creating a game environment would be great, gamers have enjoyed GTKRadient and it is the proof that people like the Map editor. I will not go further discussing the tread off between creating an editor from scratch or focus on extending well tested exporters but i assure at some of time when your Editor is ready for public use i will give it a try.

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Re: FPS from Ground up

Post by zarfius »

No problem. I'm just interested to see what methods people currently use to create there maps because of my current project. I've read many threads like yours of people creating games with manual work arounds for creating the maps using exporters, trial and error and other interesting methods. Of course, this all helps figure out what kind of features would help in an editor.

Congratulations on your project so far and I'll be interested to see how it goes as you progress.
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Re: FPS from Ground up

Post by realaxis »

zarfius,

I have just now uploaded a new build it is 5 MB in size can you download and give it a try your feedback would be valuable.

UserControl:
=======================
Mouse Move will rotate the gun.
Left Click will fire a bullet.
Up button move forward
Down Button move backward
Left/Right: button rotate on Y Axis.


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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

First Map ScreenShots:

Finally i have decided to create a warehouse environment which will be the first map available for play. Design of a warehouse compound,
internal/External design of warehouse,health pack,Gun/Ammo etc is completed and added to the scene. I still have some plans to make the environment better but that will come after finishing combact system. C & C wellcome on the map design

note: >> Images no longer part of the game so removed >>
Last edited by realaxis on Mon Feb 08, 2010 5:24 am, edited 2 times in total.
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

Some More Screen Shots:

note: >> Images no longer part of the game so removed >>

Thanks
-RealAxis
Last edited by realaxis on Mon Feb 08, 2010 5:25 am, edited 1 time in total.
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Re: FPS from Ground up [First Map ScreenShots]

Post by Matheus Martino »

It is looking good. But the models in the screenshots (and the textures of the models) look like the ones i can make.... And i know nothing about 3D modeling! :cry:
During my tests, i'm just "stealing" the models from other games :lol:. Change them a little, put in your game and take nice-looking screenshots, no one notice from where they are (but don't distribute then).
Excuse me if my english fail!
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

Matheus,

It is true that all the models i have shown in the screenshots are not modeled by myself but i hold all the rights to distribute them. The models and texture are either purchased or freely available to use but we are not stealing anything. When i will distribute this map the license i received from the seller (ex: http://www.the3dstudio.com/) will also be included in the distribution.

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Re: FPS from Ground up [First Map ScreenShots]

Post by aguru »

Looking good.

I suggest you remove the "stonebox" and add a proper skybox, big visual difference, hardly any work :)
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

The stonebox is not looking right but i added it to make sure that i can see through the fence. I will surely replace the stonebox with skybox once i am done experimenting with the fog and lighting in the environment.

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Re: FPS from Ground up [First Map ScreenShots]

Post by deshan »

looks really nice. keep up the good work!!! :D
And wonder what the physics engine you have used
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

Thanks for your reply deshan. I am using bullet as a physics engine.
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Re: FPS from Ground up [First Map ScreenShots]

Post by nikki »

Hehe, it looks underground right now. :P

Nice work! :D
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Re: FPS from Ground up [First Map ScreenShots]

Post by zarfius »

realaxis wrote:Thanks for your reply deshan. I am using bullet as a physics engine.
I had a play with the Bullet Physics engine a few months back, I really liked the design but I had a lot of issues trying to create a character controller and switched to PhysX. It would be great if you could show how you managed to do that?
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

Hey zarfius,

I am busy in building the combat system for the game at this time the success of that system will decide if the technology selection i have made is perfect or need some more changes. will share some tricks with you once i am done.

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Re: FPS from Ground up [First Video]

Post by realaxis »

Hello everyone,

Just posted the first video of the game on youtube : http://www.youtube.com/watch?v=n01Lnl54n_8

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Re: FPS from Ground up [Pseudo physics engine]

Post by realaxis »

From past many days i have been experimenting with bullet physics engine and i was also successfull upto some extent but as the number of objects and actions were increasing in my scene i found it hard to optimize the game engine (Ogre+bullet) design to achive a desirable framerate. After doing a carefull study I came to the conclusion that having control on the physics simulation steps is crucial to the success of the game after trying one more library (ODE) i started coding for the physics engine.....

I am glad to announce that finally i have completed the implementation of pseudo physics engine that will be used in this game. The pseudo physics engine is implemented completely using ogre (standard SDK).

Features of the Pseudo physics Engine:

*Collision Detection:
AABB Collision Detection.
Accurate Collision detection for polygone using ray and plane (I adored some code of MOC here)[/*]
Swept-prune collision detection

*Collision Response Features:
Slidding on the wall.

*Gravitational force management.

References:
Mathematics for 3D Game Programming and Computer Graphics - Eric Lengyel
Collision Detection and Responses -Kasper Fauerby (a.k.a. Telemachos)
(Link : http://www.peroxide.dk/download/tutoria ... tut10.html)
Several Articles and user posts on gamedev.net and ogre.org
(Thanks every one)



Performance:
With more that 5000 > (polygone in the scene) average framerate is > 50 . SceneManager = Ogre::ST_GENERIC and No batching or geometry all objects are loaded as scenenode. I belive i can reach a stable framerate of 50 on average computer.

Demo Available:
Please PM if you are intrested to test the upto date game engine, i have a demo map which is used for doing poc of this engine.
demo of pseudo physics engine
demo of pseudo physics engine
rxengine.JPG (10.68 KiB) Viewed 5820 times
Currently the Game Engine source code is proprietor so source code will not be available in any form.

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Re: FPS from Ground up

Post by joew »

zarfius wrote:Not really. I only ask because I think there is much more to map creation than the 3D model you could create in blender. How are you going to place spawn points, health packs, weapon pickups, enemies, opening doors, ambient sounds, dynamic lights and so on? I suppose you could do it with some fancy workaround in your exporter, but it would make more sense to have a specialised application for this purpose.
Actually there are arguments against have a specialized application as well. The Nebula 2 engine had a toolkit built right into Maya and it had extended functionality and it was quite good to work with and there are many commercial games built on it. Also Ready At Dawn have what is likely the best engine and toolkit for development on the PSP and it is completely built into Maya. This way you have artists and designers staying in the tool that they know how to use and you are implementing additional functionality right with the Maya SDK / Mel so you actually save a lot of time compared to building your own. I've heard arguments from people that create editors saying that you do not need poly modelling functionality right in an editor, but I can tell you that any project I've worked on has needed the ability to block out otherwise we never would have made schedule, and you get this free by building on an existing tools. (At one company I worked at we didn't have this ability and so the artists had to block out in 3DS and then export the map every single time they wanted to test in the engine... meanwhile if anybody has made changes in the editor what do you do then? Needless to say this was extremely less than ideal)

Mind you the biggest trade-off is that you are reliant on a specific tool. Now for in-house game development this is no issue, and for licensing middleware to medium to large studios (where the majority will be using Maya as a DCC) this is not an issue. Although if you look at licensing middleware to indie developers, small studios, or want to target the largest possible audience then you really need to support the widest array of tools.

In my opinion I think Blender (especially with the new alpha UI!) makes an extremely solid base to create a world builder. Not only do you have script access but you can also make additions and changes to the source if needed, which can be extremely useful. Since Blender can import the vast majority of 3D formats you also get this functionality as a bonus.

I would be very interested in hearing people's experience of why they found it better to create a custom editor rather than building on existing tools (other than the trade-off I mentioned above, which in the case of Blender really doesn't apply since you can treat it like a custom world builder after exporting from Maya).

To the original poster: Great work! :)
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

joew,

I could not have said it better, But there are pros and cons for both approaches and one has to make the decision based on the budget and plans. Blender is really a good choice for indie company because It is opensource and It is easy to find skilled artist (cost effective). Major flaw is that blender is really not a level editor if compared to traditional level editors and it lacks lot of functionality required for creating the map on the top of that one has to do extra work to manage collision related data (Think about BSP file as traditional level editor handles them) as now BSP is not choice for partitioning we have to implemented that in different ways and then export it to your games such that your physics engine handles them properly. So level editor/modelling kit has to handle collision (partitioning) as well as modelling aspect of map creation.

Building these functionality into blender is easy (cost/time viz as oppose to creating your level editor from scratch) but if you are planning your users to create their own map and then import into game this approach is not user friendly. Having a level editor which works out of box would be a good choice if you are planning a big commercial release.

In short both approaches are fine but it is the budget/time who drives that decision.

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Re: FPS from Ground up

Post by zarfius »

Rather than go off topic in this thread I'd like to continue the level editor discussion on a more appropriate forum: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=55138
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Re: FPS from Ground up [First Map ScreenShots]

Post by realaxis »

Thanks for saving my game thread :D

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Re: FPS from Ground up [Game Engine Demo]

Post by realaxis »

Hello,

I have uploaded few latest video from game to youtube, here are the links:
http://www.youtube.com/watch?v=T0x3nhSTSJ8
http://www.youtube.com/watch?v=JVRdaS5er50
Please give me some feedback on the lighting in the scene.

First release of the game is single player so Now I am working on the game play and AI. Hopefully in next few weeks a public beta will be available.
rxmap.JPG
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