Centaur Force TCS
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- Hobgoblin
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Centaur Force TCS
Well, after a lot of deliberation, I have decided to move my game, Centaur Force TCS, from the Irrlicht Engine to Ogre. Information about the game is available at www.geocities.com/centaurforce , and the release date will most likely be pushed back a week or so do to the engine switch. Anyway, now that thats done, please visit the site, and e-mail, aim, or pm me if you have any questions. Also, if anyone has some free time, and would like to do some skinning, it would be apreciated. Thanks.
-- The Robomaniac
-- The Robomaniac
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- Halfling
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- Hobgoblin
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Well, this was basically my thoughts, and my answers to them
Ease of Use : Irrlicht --> Really Easy
Ogre --> A little harder, but nothing too hard
Portability : Irrlicht --> Windows, Linux
Ogre --> Windows, Linux, Mac
Features : Irrlicht --> Less than Ogre, nothing too special, nor that great looking
Ogre --> More Features, Better Looking, Shaders
Community : Irrlicht --> fairly large community, althought there are like 10 good developers, most are just quesitons like how do i make a game
Ogre --> huge community, great support (at least from what i've seen
Tutorials and Demos : Irrlicht --> 10 or so different Tutorials which are also demos, all run easily
Ogre --> 2 Tutorials, which i got running after a little bit of trouble, 15 or so demos which work flawlessly, and look great
All in all, Irrlicht was really good as a beginning engine as it is super easy to use, but it can only go so far as of now. Irrlicht will be a great engine i'm sure as soon as it ups the quality of most of its featues, but for now, Ogre is an all around better engine, once you've worked w/ an easier engine to use. (2d or Irrlicht). I'll definately keep looking @ Irrlicht as it grows, but for now, i'm sticking w/ Ogre.
[edit] here is a render of the same map from the same angle in both enigines
Irrlicht --> http://www.geocities.com/centaurforce/shotgun.JPG
Ogre --> http://www.geocities.com/centaurforce/screenshot_1.jpg
Ease of Use : Irrlicht --> Really Easy
Ogre --> A little harder, but nothing too hard
Portability : Irrlicht --> Windows, Linux
Ogre --> Windows, Linux, Mac
Features : Irrlicht --> Less than Ogre, nothing too special, nor that great looking
Ogre --> More Features, Better Looking, Shaders
Community : Irrlicht --> fairly large community, althought there are like 10 good developers, most are just quesitons like how do i make a game
Ogre --> huge community, great support (at least from what i've seen
Tutorials and Demos : Irrlicht --> 10 or so different Tutorials which are also demos, all run easily
Ogre --> 2 Tutorials, which i got running after a little bit of trouble, 15 or so demos which work flawlessly, and look great
All in all, Irrlicht was really good as a beginning engine as it is super easy to use, but it can only go so far as of now. Irrlicht will be a great engine i'm sure as soon as it ups the quality of most of its featues, but for now, Ogre is an all around better engine, once you've worked w/ an easier engine to use. (2d or Irrlicht). I'll definately keep looking @ Irrlicht as it grows, but for now, i'm sticking w/ Ogre.
[edit] here is a render of the same map from the same angle in both enigines
Irrlicht --> http://www.geocities.com/centaurforce/shotgun.JPG
Ogre --> http://www.geocities.com/centaurforce/screenshot_1.jpg
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- OGRE Retired Team Member
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I couldn't view those shots (perhaps a Geocities thing, I tried copying and pasting them into a new window too), but obviously I'm inclined to believe you that Ogre looked better 
On higher end cards, you can increase the visual quality even more by turning on trilinear or anisotropic filtering. The 0.13 demos allow you to do this by pressing 'T' to cycle through the various filtering options, and aniso filtering can be really noticeable on areas with large planar surfaces, like BSP levels.

On higher end cards, you can increase the visual quality even more by turning on trilinear or anisotropic filtering. The 0.13 demos allow you to do this by pressing 'T' to cycle through the various filtering options, and aniso filtering can be really noticeable on areas with large planar surfaces, like BSP levels.
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- Hobgoblin
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- Joined: Tue Feb 03, 2004 6:39 am
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- Hobgoblin
- Posts: 508
- Joined: Tue Feb 03, 2004 6:39 am
Well, I'm now in the process of not doing anything graphical, and maybe reconsidering moving Centaur Force back to ogre, but not for at least a month. And, here's a website i whipped up yesterday, no more shitty geocities for me 
http://centaurforce.sourceforge.net/b2e ... _force.php
Enjoy!

http://centaurforce.sourceforge.net/b2e ... _force.php
Enjoy!
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- Hobgoblin
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I have decided to eventually use ogre for the rendering engine, and will most likely also port some of Irrlicht's GUI (if i'm capable) into the engine model. Or, has CrazyEddie finished (or released) any of his GUI? Anyway, the website above is no longer valid. Here is the new one :
Centaurforce.sf.net --> simple, easy, and semi fast
Forums are centaurforce.sf.net/phpBB2 (very active of course
)
Screens are also at the images button (top right), as is the forum (top middle). I also have a image (featuring the basic scripting) at www.geocities.com/centaurforce/screen4.gif (c+p, as i cannot access my sf ftp from school, will do sometime though (most likely 2 weekends from now)
Thanks for your time.
Centaurforce.sf.net --> simple, easy, and semi fast
Forums are centaurforce.sf.net/phpBB2 (very active of course

Screens are also at the images button (top right), as is the forum (top middle). I also have a image (featuring the basic scripting) at www.geocities.com/centaurforce/screen4.gif (c+p, as i cannot access my sf ftp from school, will do sometime though (most likely 2 weekends from now)
Thanks for your time.
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- Hobgoblin
- Posts: 508
- Joined: Tue Feb 03, 2004 6:39 am
Big Update
Well, I've been sticking with ogre and here's my progress so far.
Webpage : http://centaurforce.sf.net
Forums : http://centaurforce.sf.net/web/phpBB2/
First Screen of the new OGSF and Actor System :
http://centaurforce.sourceforge.net/web ... nShot1.gif
The mean ol' ogre is created via the actor code only, no direct ogre calls were needed (outside of the class) to set it up
Check the forums often for updates and weekly (maybe bi-daily) .plans
Webpage : http://centaurforce.sf.net
Forums : http://centaurforce.sf.net/web/phpBB2/
First Screen of the new OGSF and Actor System :
http://centaurforce.sourceforge.net/web ... nShot1.gif
The mean ol' ogre is created via the actor code only, no direct ogre calls were needed (outside of the class) to set it up

Check the forums often for updates and weekly (maybe bi-daily) .plans

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- Hobgoblin
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I don't wanna bog up these boards, so i've been making updates (lots of screens, .plan's, bugs, announcements, etc. on my forum. I suggest you check this often if your interested, b/c i am updating it almost daily (maybe more than once). Anyway, just wanted to let ppl know. I released my code as of yesterday on sf, so i'll post a link on the forums if you wanna mess with it. There is a win32 binary included b/c i forgot to break this one up into different sections 

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- Hobgoblin
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Updates
Lots of shit happening round here:
http://centaurforce.sf.net/web/Images/S ... Shot10.gif is my latest screenshot, it shows just some basic terrain + fog (need a gloomier sky) and i'm starting to plan out my basic test level. Look on the forums (http://centaurforce.sf.net/web/phpBB2/) for constant daily/bidaily screens/.plans/announcements. Look for a preliminary source release by tonight.
http://centaurforce.sf.net/web/Images/S ... Shot10.gif is my latest screenshot, it shows just some basic terrain + fog (need a gloomier sky) and i'm starting to plan out my basic test level. Look on the forums (http://centaurforce.sf.net/web/phpBB2/) for constant daily/bidaily screens/.plans/announcements. Look for a preliminary source release by tonight.
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- Hobgoblin
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- Joined: Tue Feb 03, 2004 6:39 am
Updates, Updates, and More Updates
If you don't check my forums regularly already, i suggest that you do if you want to check up on progress. Well anyway, latest screen (new map for the new concept) features hacked in weapons, nature scene mgr (higher framerates), cubic water (need a better base textue), and a cool shiny brand spaning new skybox 
Enjoy! Will post a .plan tonight or tomorrow idk which
http://centaurforce.sourceforge.net/web ... Shot13.gif
as always,
http://centaurforce.sf.net/web/phpBB2/ -> updated daily, if not more
The Robomaniac, CF 1337 |-|4><0R

Enjoy! Will post a .plan tonight or tomorrow idk which
http://centaurforce.sourceforge.net/web ... Shot13.gif
as always,
http://centaurforce.sf.net/web/phpBB2/ -> updated daily, if not more

The Robomaniac, CF 1337 |-|4><0R
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- OGRE Retired Moderator
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You are getting there, Robo! 

/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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- Hobgoblin
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- Hobgoblin
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Awesomely Awesome Gamecore v. 2 is running 
View Screens at http://www.centaurforce.com/bbs/viewtopic.php?t=84 !

View Screens at http://www.centaurforce.com/bbs/viewtopic.php?t=84 !
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- Hobgoblin
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Some Weapons -- http://www.centaurforce.com/bbs/viewtopic.php?t=166
Its Not Dead
-- http://www.centaurforce.com/bbs/viewtopic.php?t=163
CF Has actually made some progress today, i got some basic networking running, sending events is in, now I just need to make a server and I should be able to handle joins and quits over the network. After that, its onto further developing my gamecore and then adding ogre graphics once i get far enough.

Its Not Dead

CF Has actually made some progress today, i got some basic networking running, sending events is in, now I just need to make a server and I should be able to handle joins and quits over the network. After that, its onto further developing my gamecore and then adding ogre graphics once i get far enough.

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- Hobgoblin
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- Joined: Tue Feb 03, 2004 6:39 am
0.1 has been reached.
Its mainly a code release, but you can download a small demo at
http://centaurforce.sf.net/releases/CF_01_Binaries.rar
You have to delete bin_release\device_settings.cfg before you run the app
Hope you enjoy it
WASD and mouse move ala fps
Its mainly a code release, but you can download a small demo at
http://centaurforce.sf.net/releases/CF_01_Binaries.rar
You have to delete bin_release\device_settings.cfg before you run the app
Hope you enjoy it

WASD and mouse move ala fps
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- Greenskin
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Auch, crashed when I hit escape. This is the log:
Code: Select all
19:38:27: *-*-* OGRE Shutdown
19:38:27: *-*-* OGRE Shutdown
19:38:27: FileSystem Archive Codec for ..\Data\ unloaded.
19:38:27: FileSystem Archive Codec for ..\Data\Materials\ unloaded.
19:38:27: FileSystem Archive Codec for ..\Data\Models\ unloaded.
19:38:27: FileSystem Archive Codec for ..\Data\Shaders\ unloaded.
19:38:27: FileSystem Archive Codec for ..\Data\Textures\ unloaded.
19:38:27: Zip Archive Codec for ..\Data\Textures\Skies.zip unloaded.
19:38:27: FileSystem Archive Codec for .\ unloaded.
19:38:27: Unloading library .\ogre_plugins\Plugin_OctreeSceneManager
19:38:27: Unloading library .\ogre_plugins\Plugin_CgProgramManager
19:38:27: Unloading library .\ogre_plugins\Plugin_ParticleFX
19:38:27: Unloading library .\ogre_plugins\Plugin_FileSystem
19:38:27: *** Stopping Win32GL Subsystem ***
19:38:27: Unloading library .\ogre_plugins\RenderSystem_GL
19:38:27: Render Target 'Centaur Force - 0.1' Average FPS: 265.579193 Best FPS: 287.138580 Worst FPS: 0.000000
19:38:27: D3D9 : Shutting down cleanly.
19:38:27: D3D9 : Direct3D9 Rendering SubSystem destroyed.
19:38:27: Unloading library .\ogre_plugins\RenderSystem_Direct3D9
19:38:27: *-*-* Direct3D Subsystem shutting down cleanly.
19:38:27: Direct3D7 Rendering Subsystem destroyed.
19:38:27: Unloading library .\ogre_plugins\RenderSystem_Direct3D7
19:38:27: Unloading library OgrePlatform.dll
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- Hobgoblin
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