"My" 3D Engine
Well I extended NeHe''s tut 23, now it supports
1) Multiple Sectors, via virtual doors.
2) Collision detection.
3) Lighting. (Press F2 to enable and disable it).
4) Object Support .MD2 file format from Quake 2.
I''ve also implemented weapon system, but have not put it in current release, you can download binary and code from following address.
http://www3.cybercities.com/g/greatman/dream001.zip
Lighting effects are not good as I expected, I can''t understand why.
I am facing following problems, how to implement characters AI, like how they can detect if they can see the player, secondly how do you know if you are watching a character.
Secondly I don''t have good animation effects for the players gun, particularly when it fires, I don''t know how to implement fire effect.
Suggest something if you know.
Thanks
Lighting is per-vertex lighting, you should increase tesselation ...
(you can find me on IRC : #opengl on undernet)
Nice, very nice..
You should use more textures, it would look much nicer.
keep it up
Bruno
You should use more textures, it would look much nicer.
keep it up
Bruno
Impressive!
Nice to see my tutorial helped someone
Keep up the VERY good work!
~-=-=-=-=-=-=~
~Justin Eslinger~
~.."BlackScar"..~
~-=-=-=-=-=-=~
Nice to see my tutorial helped someone
Keep up the VERY good work!
~-=-=-=-=-=-=~
~Justin Eslinger~
~.."BlackScar"..~
~-=-=-=-=-=-=~
~-=-=-=-=-=-=~~Justin Eslinger~~.."BlackScar"..~~-=-=-=-=-=-=~
September 08, 2000 10:01 PM
some of the better things i''ve read about AI is in regards to creating BOTS for games like quake or Half Life.
the tutorials are all over the internet with full source code (need the sdk''s to compile though).
imagine just blindly wandering through a level the first time but all the while you''re building this virtual map of where all the powerups were, where you died most frequently and where you (as the bot) got the most kills...on and on...if this is something you can store, it''s an AI that truly learns and that''s pretty f''ing cool.
other AI''s are just preset patterns, or employ cheats to account for lack of AI programming.
it''s a huge subject, but for the basics look for these tutorials and they should offer alot of insight.
speaking of sight, line of sight algorithmns are not the only thing...think about sound to, nowadays sound plays a MUCH more crucial role in telling where players are on a level.
you may be able to cheat that with proximety detection, but if a player is crouched and sneaking, you shouldn''t be able to hear it.
gotta let the players creep undetected
the tutorials are all over the internet with full source code (need the sdk''s to compile though).
imagine just blindly wandering through a level the first time but all the while you''re building this virtual map of where all the powerups were, where you died most frequently and where you (as the bot) got the most kills...on and on...if this is something you can store, it''s an AI that truly learns and that''s pretty f''ing cool.
other AI''s are just preset patterns, or employ cheats to account for lack of AI programming.
it''s a huge subject, but for the basics look for these tutorials and they should offer alot of insight.
speaking of sight, line of sight algorithmns are not the only thing...think about sound to, nowadays sound plays a MUCH more crucial role in telling where players are on a level.
you may be able to cheat that with proximety detection, but if a player is crouched and sneaking, you shouldn''t be able to hear it.
gotta let the players creep undetected
tesselation... ??? Don''t know what it is. I have put lights in Sector2 only, placed them just below the ceiling lights, there are four lights, all have ambient and diffuse component, I have calculated normals of every triangle, but not of every vertex, it''s odd calculating the normal of vertex, like it''s just a point.
Also about AI, I am facing problem in detecting the character, like player is only a point(x,y,z) and angle, and character is also a point(x,y,z) and angle currently facing, so if although a character is being rendered on screen, how can you detect he is being rendered, hope you understand the point. Same for character, how a character in world detect us, that it can see the player. One method I thought was to calculate normal for player and character and check the angle b/w them, but had''nt implemented it yet.
Thanks
Also about AI, I am facing problem in detecting the character, like player is only a point(x,y,z) and angle, and character is also a point(x,y,z) and angle currently facing, so if although a character is being rendered on screen, how can you detect he is being rendered, hope you understand the point. Same for character, how a character in world detect us, that it can see the player. One method I thought was to calculate normal for player and character and check the angle b/w them, but had''nt implemented it yet.
Thanks
i''ve problem with Direct X drivers when i want to start your program .
there is not an opengl only demo ?
ciao
al
there is not an opengl only demo ?
ciao
al
Right now you can''t *have* a openGL only demo. It''s impossable as so far it doesn''t do input or sound! So most any demo will need to use DirectInput at least for now.... until OpenIL and OpenAL are released officially (Even then the OpenAL will do nothing but cause more trouble, another flame war between Microsoft vs. Others..)
- Ben
- Ben
__________________________Mencken's Law:"For every human problem, there is a neat, simple solution; and it's always wrong."
"Computers in the future may weigh no more than 1.5 tons."- Popular Mechanics, forecasting the relentless march of science in 1949
"Computers in the future may weigh no more than 1.5 tons."- Popular Mechanics, forecasting the relentless march of science in 1949
September 09, 2000 11:48 AM
i can''t extract it
can you mail me it without zip, please??
4ever_comp@gmx.at
can you mail me it without zip, please??
4ever_comp@gmx.at
This topic is closed to new replies.
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