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SUPREMACY ERRANDS - v1.6

Posted: Mon Apr 17, 2006 10:07 pm
by andrei25ni
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STATUS OF THIS PROJECT>>


CURRENT VERSION : 1.6.0


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Hello guys, I would like to pre-announce my game. It will be ready at the end of this week. It's just a demo, for now .:D

It will be a GTA type game, here is a brief description :

"THE first SUPREMACY ERRANDS DEMO ( v.1.0 ) will be released on the end of this week, probably on the 21st. This demo will feature :

-> 1st player camera movement (3rd person camera will be implemented in the future);

-> One part of the main city ( Morano Heights ), that includes : shops ( Tuff Burger, Minnie's Clothes and Shoes, COMP-Components, Tauros Auto Import-Export ), residential buildings, company buildings, houses, villas, parks, and many more);

-> 3D full environment;

-> Music, sounds (ambient and FX) ;

-> Atmospherics (daylight shadows on ground based on sun and clouds movement);

-> Simple physics laws, like gravitation, inertia. "


I have created a site for it too, wich will be ready after I release the demo :
http://supremacy.sourceforge.net/

See you in a few days.

Posted: Tue Apr 18, 2006 12:57 pm
by Midnight
sounds exciting 8)

Posted: Tue Apr 18, 2006 2:35 pm
by andrei25ni
Now I'm retexturing the whole world, so it would look nicer. Here's a first shot :
Image

Posted: Tue Apr 18, 2006 4:28 pm
by dawasw
Looks nice, some things I'm curious about:

- Will I be avaible to see few more buildings/terrain in the background ?

- What physics engine do you use ?

Keep up the interesting work.

Posted: Tue Apr 18, 2006 4:40 pm
by andrei25ni
Thank you, dawasw.

As for the viewing of buildings in background, you can do this by changing the Draw Far Distance option (that I will now implement). I tired to keep the level as low-poly as posible, because there will be a very big map, and I'm not worying about a bad framerate on a medium computer.
Second question, I first implemented Newton as a physics engine, but things went wrong (I'm a noob with Newton), so for now there will be just the Irrlicht 'physics'.

Bye.

Posted: Tue Apr 18, 2006 5:07 pm
by dawasw
Well that sounds scary if you want to make this vehicle (on the screen) rideable... Without Newton hmm I dunno how I would try to do vehicle physics with irrlicht's build-in physics :P

I think you really should get back to newton and spend more time with it - it's worth ;) (but I personally never set up vehicle physics with newton except some fps motives)

If I remember good there were few tutorials with newton's vehicle physics.

As for draw distance - good idea, but maybe to increase frame rate you could make some zones in the world and update them even with a simple distance from 3d line.

That are only my little advices , don't get it as a 'request' or something.

Posted: Tue Apr 18, 2006 7:19 pm
by andrei25ni
I'm perfectly aware that I can't do anything with Irrlicht physics, so that's why this first demo won't have rideable cars :( , and implementing Newton will be the first thing on my priority list after this release.
I tried a vehicle tutorial, but it was kind of old, the versions weren't compatible.
And thanks dawasw for your advices. :D

Posted: Tue Apr 18, 2006 7:27 pm
by dawasw
I understand it's ok. Hmm you could try to make these vehicles by some vectors moves and 'physics' calculations - but any interpolations and stuff are really a mess - so it will take time.

I can't wait to take a walk in your virtual city ;)

Posted: Wed Apr 19, 2006 3:03 am
by andrei25ni
Ok. I'm back.

Two more images from the game, first one is in 800x600, second one in 1024x768 screen mode. They run with 60 and 59 fps, and I'm very glad !! :D

Image

Posted: Wed Apr 19, 2006 11:38 am
by boboS
verry cool! Cant wait for the demo!

Posted: Wed Apr 19, 2006 6:20 pm
by RapchikProgrammer
Look for virtual city its a good project that implemented city rendering! don pedro was going to make it open source but i think u can ask him for the source and take help from his rendering techniques, this way u can make it high poly with no decrease in fps rate! Or search for city rendering techniques and implement those it can help u a lot, u would have to make a custom scene node to implement those though! By the way u are doing a great work!

Posted: Wed Apr 19, 2006 7:10 pm
by andrei25ni
RapchikProgrammer...

Well I was waiting for his source code release, he said it will be soon. But thanks for the advice.

Posted: Thu Apr 20, 2006 2:19 pm
by andrei25ni
I've updated the site, and I also posted the hy-res screenshots of the two screens that are posted here, if anyone's interested.

Off-topic : Yay, Irrlicht has reached version 1.0 !!

Posted: Thu Apr 20, 2006 2:32 pm
by chromdragon
seems nice! waiting for a demo!

Posted: Sat Apr 22, 2006 12:50 am
by andrei25ni
Irrlicht it's just great, I doubled my map in size and in polys, and it still gives me a nice fps on the medium settings. I now have 50-60 fps on 15 000 polyes.

And the good news : I decided to release the demo today ! So stay tuned.