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My demo screenshot!

Submitted by WiffleCube on

Hi,
I've only recently noticed much of the functionality of
Sumea since before now it was a trip to the cybercafe.
This is a screenshot of my game demo featuring BSP,
collision detection and texture mapping. There is no
animation yet, and it is a test scene so Artists feel
free to snort at the graphics!

I'm not sure of how the rules go with pixeltown, but
I'd quite like to design a little plot there [8D]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/WiffleCube/2004122072938_screens…"]screenshot.JPG[/url]
48.27 KB

Submitted by WiffleCube on Wed, 22/12/04 - 1:44 PMPermalink

quote:Originally posted by palantir

Your screenshot looks interesting. BSP can be a difficult beast to master!

I had particular trouble to start with by setting tolerance
values too high, resulting in non-terminating BSP division.
It works fine now.

quote:
So I?m guessing that your loading bounding boxes and getting successful collision detection?

The player avatar has an ellipsoidal bounding volume checked
using a simple distance to player origin. This is checked
against the BSP tree of the scene. Collision detection works
great, and even has a 'bounce back' feature.[8D]

quote:
So what engine are you using (or writing your own)?

It's written from the ground up using C++ and DirectX. My
rationale is that once I've written a game from the ground
up, only then will I be entitled to use 3rd party engines.[:p]

I'm currently working on animation and there is scant
documentation to be found. I'm waiting on a book to
come from Amazon called 'Advanced Animation with DirectX',
which might help demystify skeletal animation with bones.

In the meantime there is a bitmap library to be written
for putting up consoles etc.

I've also written a rough UML for message parsing:
MessageUser and MessageQueue. This is the 'observer'
pattern I think.

An agent inherits from MessageUser and has a Brain
and an AnimationDatabase.

More to follow. [:p]

Hi,
I've only recently noticed much of the functionality of
Sumea since before now it was a trip to the cybercafe.
This is a screenshot of my game demo featuring BSP,
collision detection and texture mapping. There is no
animation yet, and it is a test scene so Artists feel
free to snort at the graphics!

I'm not sure of how the rules go with pixeltown, but
I'd quite like to design a little plot there [8D]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/WiffleCube/2004122072938_screens…"]screenshot.JPG[/url]
48.27 KB


Submitted by WiffleCube on Wed, 22/12/04 - 1:44 PMPermalink

quote:Originally posted by palantir

Your screenshot looks interesting. BSP can be a difficult beast to master!

I had particular trouble to start with by setting tolerance
values too high, resulting in non-terminating BSP division.
It works fine now.

quote:
So I?m guessing that your loading bounding boxes and getting successful collision detection?

The player avatar has an ellipsoidal bounding volume checked
using a simple distance to player origin. This is checked
against the BSP tree of the scene. Collision detection works
great, and even has a 'bounce back' feature.[8D]

quote:
So what engine are you using (or writing your own)?

It's written from the ground up using C++ and DirectX. My
rationale is that once I've written a game from the ground
up, only then will I be entitled to use 3rd party engines.[:p]

I'm currently working on animation and there is scant
documentation to be found. I'm waiting on a book to
come from Amazon called 'Advanced Animation with DirectX',
which might help demystify skeletal animation with bones.

In the meantime there is a bitmap library to be written
for putting up consoles etc.

I've also written a rough UML for message parsing:
MessageUser and MessageQueue. This is the 'observer'
pattern I think.

An agent inherits from MessageUser and has a Brain
and an AnimationDatabase.

More to follow. [:p]