we're 5 french students and I think it's time for us to present our game in Ogre's forums (we're working for 5month on it). It's a multiplayer FPS game with some RPG aspects (you can customize your character, the maps change if you win/loose a game, ...).
We're currently testing the alpha version of ADoC, you can see a video here:
we still have a lot of work to do for the beta version available in September but you can see/comment the video and screenshots if you want to that should be helpfull for us to have some feedbacks.
Some screenshots:
Thanks a lot
Daedar
Last edited by daedar on Thu May 10, 2007 7:20 pm, edited 5 times in total.
excellent video. The project looks to be very full-featured and ambitious. From what I can see in the video, it looks like you have a solid foundation for the major gameplay elements.
good luck on your project!
also just out of curiosity, what physics engine are you using?
walaber, we're using your OgreNewt project... very usefull for us.
This isn't really the place to talk about that but we've got a small problem with the BasicOgreNewtListener: in fact in the frameStarted, you're using a while loop to potentially execute more than one update / frame. The problem is that when you've got for exemple 3-4 updates/frame, it slows down the entire game so that the next frame will also execute 3-4updates and so on... do you have a simple solution for that (I tried update(elapse/update) but this makes the physic engine react slowly)? maybe I should post in the OgreNewt forum?
If I remember the loop correctly it should have a cutoff that will drop a frame if the update time becomes to large. You really should just create your own game loop and make a scheduler that can handle abrupt slow downs properly.
@CaseyB: For the character, we've created a highpoly with ZBrush which can generate a normal map from the highpoly. For everything else, we've used the photoshop plugin (from NVidia) that generates a normal map from a color map. Very very usefull unless you've got the right parameters... I can send the ones we use if you want.
@Game_Ender: We've already have our physic frame listener but in fact, our physic world is complex (landscape, buildings, vehicles) and even with 4 updates/frame it slows down a little on my P4 2Ghz (little old I know but we'd like the game to run also on small configs). So the perfect thing would be to have only one update / frame with the correct time elapsed value. I tried this but I wonder if for example: update(2); update(2) is equivalent to update(4). Doesn't seems to...
daedar wrote:This isn't really the place to talk about that but we've got a small problem with the BasicOgreNewtListener: in fact in the frameStarted, you're using a while loop to potentially execute more than one update / frame. The problem is that when you've got for exemple 3-4 updates/frame, it slows down the entire game so that the next frame will also execute 3-4updates and so on... do you have a simple solution for that (I tried update(elapse/update) but this makes the physic engine react slowly)? maybe I should post in the OgreNewt forum?
you need to decide a threshold at which point you decide the physics have become "too far behind". in other words, you need to do too many updates to maintain the framerate. In that case, you can do something as simple as:
if (mUpdateElapsed > 0.1f)
{
// only update once, because we are behind!
mWorld->update( mPhysicsUpdate );
// now reset the elapsed time variable, so we don't stay "behind"
mUpdateElapsed = 0.0f;
}
you can add similar code into the BasicFrameListener to fix that problem.
wow that looks amazing, I thought the video was superb, all very professional looking and beautifully presented. The helicopter with the dragonfly wings makes me think of ornithopters from the Dune novels, some very nice looking design work all round your artist(s) are very talented.
I would also be interested in those normal mapping parameters, thankyou for sharing.
I'm wondering, is this your first Ogre project? It's really impressive! You lads did a very nice job on the movie and the models as well.
Looking forward to see the final version!
I noticed on your site you are trying to get the alpha release bugfree before releasing it. That might be a first
Yep... We discovered Ogre last summer and we found it so easy and powerfull that we decided to try to develop a game using Ogre.
I noticed on your site you are trying to get the alpha release bugfree before releasing it. That might be a first Razz
hehe yes of course In fact it seems to be bugfree but as it is a multiplayer game, we'd like to slowly increase the number of players to check if the server can handle the charge.
ok so here are the setting we use for the Photoshop NormalMapFIlter:
Filter Type: "4x4 sample"
Scale: 6-8
Height Source: "Average RGB" works fine but this settings really depends of your image.
In fact the settings really depends of your image. Sometimes it seems usefull to switch to black&white and increase the contrast a little before generating the normal map.
However: I see that you've got lots of good screenshots and other imagery - please: Inlined pictures is a requirement of the ShowCase Forum.
If you don't honour that, I am forced to lock this topic up!
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
However: I see that you've got lots of good screenshots and other imagery - please: Inlined pictures is a requirement of the ShowCase Forum.
If you don't honour that, I am forced to lock this topic up! Twisted Evil
Oups really sorry be sure I'll post screenshots in the next few hours...
just some news to say that we're still working on ADoC, we've made a little paper on our project (in French only for the moment, but it should be available in English by the end of the week. Some new pictures inside ):