Horde3D

Next-Generation Graphics Engine
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PostPosted: 16.05.2007, 13:18 
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Joined: 05.03.2007, 19:38
Posts: 167
Location: Romania
After support from Nic, I finally got things going and now i am on my way creating my first Horde3D app.
I intend to make a small fps-type game (the initial goal is a having a first person camera running around in the map)

Until now i`ve managed to get the skybox to work and implemented some sort of ambient lighting.

The next points on my todo list are:

1) creating a minimal map in blender (nothin fancy although my background is 3d artwork) Done!
2) fixing some skybox trouble (the edges dont meet up correctly) Done! (replaced the box with a half-sphere, now it looks better)
3) using an external file to define the engine`s options (probably using LUA) Done!

From the next version i will post download links for both source (MSVC 2005 SP1 project) and binaries (content included) of my project

Paul


Last edited by SpOOky on 08.07.2007, 20:20, edited 5 times in total.

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PostPosted: 16.05.2007, 21:44 
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Joined: 10.09.2006, 15:52
Posts: 1217
Your development blog is a great idea! It can help other beginners to get started since you can tell which basic problems you encountered and show how to solve them :)


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PostPosted: 19.05.2007, 05:26 
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Joined: 03.05.2007, 11:26
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Great idea Paul! Looking forward to your progress.

Mark


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PostPosted: 19.05.2007, 17:08 
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I finally got some time to fiddle with my project. Today I have added the possibility to read the Resolution, Triliniar filtering, Anisotropic Factor and Texture Compresion options form a lua script. In a future release i will probably add more, but for now this is all I need.

Paul


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PostPosted: 21.05.2007, 11:53 
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Today I will pause the devblog as the finals are coming up and I really need to study. I will resume work on it and make myself heard again in the forums in about 7 or 8 weeks. Best of luck to you guys!

Paul


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PostPosted: 25.05.2007, 03:41 
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Joined: 03.05.2007, 11:26
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Good luck with your finals Paul :D


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PostPosted: 12.06.2007, 19:06 
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Location: Romania
thanks!

even though i paused dev on this little app, today i found some time and modeled a simple map in blender, nothin` fancy.

all i have to do is to texture it and it`ll be ready to go.

Image


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PostPosted: 13.06.2007, 09:25 
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Looks nice so far :)

Some time ago I came across a site that has some great textures all with bump and specular maps.

http://www.arroway.de

They have many concrete textures and similar stuff with free low res versions. Might be they could be helpful for your scenario!


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PostPosted: 02.07.2007, 21:33 
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thanks, i will use a few of them.

i`ll finish the first set of the exams this week, after that i`ll have two weeks of free time before the next set. i hope i can find some time to finalize it then


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PostPosted: 08.07.2007, 21:42 
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first version is out! (0.1.0) - i will use the same version numbering as horde3d does

Image

i changed the map, made one even simpler; the skydome texture i found is kinda low quality, if you have one with a higher resolution pls post here :)

i exposed some of the engine options to lua, so now they can easily be changed without the need of recompiling

regarding the windows api, i have centered the window

download:

binary and resources, source

to build it from source you will need the lua headers and libs available here. it is made against horde3d 0.11.0, but with minor modifications it will compile to 0.10.0 as well

the to do list for the next version is:

1. adding rigid body phisics
2. binding the camera to a character controler
3. finding a better skydome texture

(1 and 2 done via physX)


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PostPosted: 10.07.2007, 09:52 
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Really very nice, keep it up! :)

Just two thoughts:
- Integrating LUA is a good step, but for loading the engine options you could also use the pipeline.xml since version 0.11

- For attaching the camera to a character (model) you don't need a physics engine but can just use the Horde scene graph

I'm looking forward to see your progress!


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PostPosted: 10.07.2007, 10:02 
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Thanks!

I have integrated lua when i was working with 0.10.0 when the options weren't supported by the pipeline.xml file. i do intend to keep the lua support in the application, but for other uses (like the window options)

PhysX`s character controller is a capsule that colides with the given geometry. Attaching the camera to it will make a normal fps game-like one that will colide with the walls, floor etc.

Now i`m at the stage of rewriting the app, i want to make it simpler (taking out the frame counter and the ability to maximise). Plus i want to understand the windows api behind it. After this is done i will concentrate on the PhysX stuff.

Paul


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PostPosted: 18.05.2008, 18:20 
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Joined: 18.05.2008, 17:47
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this project stopped? I could learn a lot from it :(
first step is implementing a game console. and if you use lua for option files it adds a little over head(negligible though)


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PostPosted: 22.05.2008, 16:52 
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I've always intended to make a comeback post in which i would post a new version of the application. But things aren't as i wished. Both school/work and development of a personal framework kept me from achieving this.

The project is paused at best. I do not know if our when i will continue this devblog. I will see how things are going and take a decision.

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PostPosted: 03.07.2008, 18:08 
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Joined: 05.03.2007, 19:38
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Image


A new app, an example of Horde3D working with the Simple Physics Engine. Binary download. If someone wants the src I will clean it up and post it.

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Paul


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