Page 1 of 1

Carboniferous Forest Simulation

Posted: Sun Mar 29, 2015 12:12 pm
by phoenix_64
The carboniferous forest simulation

Image Image

It was made to re-create the carboniferous age in a free detailed simulation for personal, educational and museum use.
(In the current alpha state it is only free for personal use)
There's a "Making of" thread at http://www.thefossilforum.com/index.php ... orest-wip/

As a main program component, it uses Ogre 1.9 (Upgrade planned - I guess we will benefit a lot by the new culling mechanisms ;))
A big Thank You to the Ogre team! Without your work, this project would not have been possible.

The program is still not feature complete (for example, there's no animals at all currently), and it will surely contain some program bugs and content errors due to the early state.
Also, the final version should contain a little bit of game design (e.g. collecting plants and animals and probably some missions, time machine intro etc).
The program is currently only available for Windows (Minumum requirement Windows 7)
The hardware requirements are relatively high: The minimum requirement is a 2.4 GHz Core I5 processor or similar, 4 GB of RAM and a 1GB 3D graphics card (at least Geforce 560TI or similar).

You can download the first public alpha at
http://extra-life.de

Have fun walking around in an age 300 Millions of years ago!

Re: Carboniferous Forest Simulation

Posted: Mon Mar 30, 2015 8:17 am
by Crashy
Nice!
As a paleontogy amateur, I love this kind of project !

Just add some meganeuras and it will be awesome :P

Re: Carboniferous Forest Simulation

Posted: Mon Mar 30, 2015 4:51 pm
by phoenix_64
Thank you :)
A meganeura is already in production ;)

Re: Carboniferous Forest Simulation

Posted: Mon Mar 30, 2015 6:35 pm
by Herb
Are you using Ogitor or something for scene editing? Like for dragging and placing models, or are you doing something custom you wrote?

Re: Carboniferous Forest Simulation

Posted: Tue Mar 31, 2015 5:45 am
by phoenix_64
It's an own scene file format/exporter, and we use 3ds max as a scene editor (with the models as XRef objects).
Models are built in 3ds max or Blender.