Build A World - new massive game, using Irrlicht

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sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

4 hours edited to 4 mins. by gameworkshop, showing BAW EDU tested by a class (13 year old students)

https://www.youtube.com/watch?v=h7rA4xjw7bE
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

mist
https://www.facebook.com/media/set/?set ... 875&type=1

Blocks have 4 levels of moistness/wetness, ie. from dry to wet.
When blocks are wet/moist they give off mist in the early morning and in the evening.
Blocks can dry out over time... vegetation dies.
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Trainporn
https://www.facebook.com/media/set/?set ... 875&type=1

Actually a lot of fun to play with. Make sure tracks have power for the electrical trains, and make sure your dieseltrans have enough diesel.
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Distance-filter has been added to sounds, meaning that the longer away a sound is, the lower the treble is. Works very well.

Also sound-occlusion has beeen added for certain sounds. It's enabled on trains, so for example, as a train enters a tunnel, the volume is decreased by 50%. Basically, if you can't see the spot where the sound comes from, then the sound volume is down by 50%. Its a bit tricky, but more and more sound will get this feature enabled. A number of blocks will let sound go straight trough, like leaves and more...
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Yes, sounds are placed in the 3D world and you hear where they are.
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

BAW uses FMOD http://www.fmod.org/
plus BAW's own sound-occlusion ...
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

sodandk
Competition winner
Posts: 340
Joined: Wed Aug 10, 2011 11:58 am

Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

1) Some pics of tracks and trains. First batch of train-gameplay is going live next week.
We will make a huge map available with pre-built tracks and trains and powersystems.
And yes, you will be able to crash trains into eachother, drive them off cliff, steer trains
and turnout tracks, just take a ride in a wagon or transport freight.
As the world is 100% modifiable, you can build and lay tracks as you wish.

2) Build A World EDU is now in progress as the EDU version has been funded with help of
the danish Ministry of Education. ( http://eng.uvm.dk/ )

3) We are also working on plant/vegetation simulation together with University of Copenhagen.
( http://plen.ku.dk/english/ )

4) Code for real flow of water, leveling of water etc. is also ready and will be integrated and released soon.

5) GIS import module coming up soon.


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sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

yeah, yeah, as we are small team, we focus on the important things first: gameplay
but that said, the visuals will get an overhaul in the near future.
Also BAW has realtime gravity and water and other stuff, that is quite difficult to manage in a big free world,
and making it completely modifiable voxelwise would probably be too much.
Also BAW wont completely leave blocks... there is a reason LEGO is popular... making the game using all kinds of free shapes, will sort away 98% of the builder-players, as it get too difficult to understand and use.
christianclavet
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Re: Build A World - new massive game, using Irrlicht

Post by christianclavet »

Wow! Really good work! The trains are beautiful! This could surely be used as a train simulator now, with all the variety you added! Since you developped the mecanic to create tracks you could later create highways with cars, truck, and busses! :)
Also BAW has realtime gravity and water and other stuff, that is quite difficult to manage in a big free world,
Perhaps now, but could be an option. With all the realistic touches you've added so far, I don't think users would complaint too much if they have to upgrade their hardware to take full advantage of it!

If you could add the smoothing but with a toggle so people you decide to go "lego style", or other could decide to use it as realistic as possible (and get the proper hardware for it), with all the stuff now (fires, explosions, gravity), this could be used for far more than just gaming! :)
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

The graphics-renderer is currently getting an full overhaul... Mat is in deep with that now ...
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

oh, and yes, there will be added complete sets of road-pieces, like train-track, so users
can build roads, highways etc. and roads will be tagged in a system, so cars, buses etc., can automatically find
their way around in the world... will be fun.
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

Ok, we will consider 'smoothing' of blocks. Maybe just ground/mountain.

One of the tracks on the testmap runs for 6-7 minutes and the cache works just fine, allowing continues travel in the world,
but for slower machines, the first time around, areas might be popping in. Also the current max speed is not 127 km.,
more like 50. But with the new visual system, and optimizations, 127 could be a possibility. Memorywise, the new vertex format
will cut away 70%, so lots less memory used and much faster decompression of regions.

BAW's pathfinder can easily find its way from one good road to the next, so no problem there ;-)
https://www.youtube.com/watch?v=H_aQSqx-r3A
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

This is basically version 1.0 of trains and tracks. Still some bugs to iron out.

But more stuff to come, and apply all that to cars, planes etc.
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