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a simple 3d rpg style engine
#1
OGL+SDL+FB walkaround test engine. This engine only has the ability to render a blender scene, build a terrain heightmap and display the character sprite ontop of the terrain allowing it to be moved around without animation.

heres a screen:
http://syn9.thingie.net/crap/gltest2/gltest2.jpg

and a download link:
http://syn9.thingie.net/crap/gltest2/test2.rar

if you're wanting to build an engine like this and would like me to explain how it works, drop me a line at syn9@rpgdx.net . i'm more than happy to help.
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#2
looks good, though what happened to rotation of the scene itself hehe...
quote="NecrosIhsan"]
[Image: yagl1.png]
[/quote]
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#3
Rad!!! You have made a blender 3d loader?
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#4
marzecTM:
the scene is rotated to the camera, but you cant rotate the scene because if you did you'd see that there arnt any more polies >) some scenes will prolly be larger and have camera scripts though

rel:
kinda, it loads the ac3d export files
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#5
Did you do a sphere to poly collision or the vampira system?
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#6
Wow, very nice!
Pete's QB Site: http://www.petesqbsite.com
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#7
thanks.

rel: on map load, it builds a height map by using software gauraud polies w/o perspective, and like a z-buffer, as it draws each pixel it checks to make sure the new pixel has a y value > the one there...

then, during the main loop it checks the color value at the player's x/z location on the heightmap, as long as the surface you're walking onto has a y value that is >= -5.5 and <= +5.5 + your y value, you can walk onto it, therefore, it keeps you from off ledges. this is basically like the vampira system, but since opengl doesnt render to a surface in sdl, i dont use opengl to draw the polies around the character like in the vampira system.

unfortunately, with this style you cant walk under the same bridge you can walk over like you could in vampira... but maybe i'll figure that one out later, heh

i think that answered your question, if not lemme know...
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#8
Why no a sphere to poly collision? We(Me and Dr D) have found a nice and blazin fast system courtesy of blackpawn :*)
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#9
i guess a sphere to poly collision would be a little bit to expensive :p
quote="NecrosIhsan"]
[Image: yagl1.png]
[/quote]
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#10
how does sphere to poly collision work? do you just make an array of vectors that are of a certain distance from the object's origin, then check every poly per frame to see if they are within this distance?
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