Home Help Search Login Register


J2meForums  |  General Category  |  Advertisements (Moderator: mikkom)  |  Topic: 3d game (engine) features showdown « previous next »
Pages: [1] 2 Print
Author

3d game (engine) features showdown

 (Read 1773 times)
halfsfot
Full Member
***
Posts: 115



View Profile
3d game (engine) features showdown
« on: November 27, 2009, 10:41:19 pm »

Here is what i'm working on right now, sorry for my modeling and texturing skills  Roll Eyes

http://kupisi.bg/uploads/game_presentation.mov
« Last Edit: November 28, 2009, 12:21:32 am by halfsfot » Logged

explanations - free
code example - paid
Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #1 on: November 28, 2009, 12:15:29 am »

it looks good
Logged

halfsfot
Full Member
***
Posts: 115



View Profile
Re: 3d game (engine) features showdown
« Reply #2 on: November 28, 2009, 12:16:58 am »

Watch it again, now it should have text captions describing the implemented features Smiley
Logged

explanations - free
code example - paid
Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #3 on: November 28, 2009, 12:28:30 am »

i download in 15 minutes you upload in 1 minute Smiley
Logged

Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #4 on: November 28, 2009, 12:38:39 am »

it still looks good Smiley

-fps rate is very fast.
-textures looks very good.
-collision checking when needed is a very important speciality. (i think it's based on distance)
-i didn't see invisible walls Smiley

what is camera's far distance? may it be a little longer?
« Last Edit: November 28, 2009, 12:43:09 am by Ran_Cu » Logged

halfsfot
Full Member
***
Posts: 115



View Profile
Re: 3d game (engine) features showdown
« Reply #5 on: November 28, 2009, 12:42:11 am »

the camera's far distance is big but the objects get occluded by the skycube
right now i'm working on a different sky system with dynamic day/night and moving clouds and sun, when it's ready i will enable the fog for the far objects and this will fix the mesh pop-up.

on the emulator the fps is 78-90
textures are 128x128 but the NPCs will use multitexturing for the head and the body
collision checking is based on the distance, the potential visibility, the state of the object (once it falls to the ground if it's not moving we stop checking for collisions with the ground)
the invisible walls are a type of trigger, triggers can enable various actions, act as walls, teleporters and so on.


the flags are the waypoints in 2 dimensional space, that's why they are floating, right now i'm thinking on writing a plugin for blender to be able to create 3d waypoints.
« Last Edit: November 28, 2009, 12:48:15 am by halfsfot » Logged

explanations - free
code example - paid
Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #6 on: November 28, 2009, 12:44:07 am »

and some flags are in the air.
Logged

Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #7 on: November 28, 2009, 12:50:29 am »

finally, this quality with this fps rate is really a good job.
Logged

halfsfot
Full Member
***
Posts: 115



View Profile
Re: 3d game (engine) features showdown
« Reply #8 on: November 28, 2009, 06:06:57 pm »

Well thanks, any other suggestions or questions?

Here is the enemy with some texturing done (it shows how much I suck at modeling and texturing...)

* Screen shot 2009-11-28 at 9.24.22 PM.png (75.83 KB - downloaded 47 times.)
« Last Edit: November 28, 2009, 09:50:22 pm by halfsfot » Logged

explanations - free
code example - paid
Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #9 on: November 28, 2009, 09:13:44 pm »

what is total heap size of the world?
Logged

halfsfot
Full Member
***
Posts: 115



View Profile
Re: 3d game (engine) features showdown
« Reply #10 on: November 28, 2009, 09:34:10 pm »

I have no idea actually.
totalMemory-freeMemory=184604 is that 180kB?

* Screen shot 2009-11-28 at 9.38.32 PM.png (114.37 KB - downloaded 46 times.)
« Last Edit: November 28, 2009, 09:42:07 pm by halfsfot » Logged

explanations - free
code example - paid
Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #11 on: November 30, 2009, 10:49:48 am »

I meant something like this:

f1 = freememory; //measure without loading world and child objects
world = (World)Loader...;
world.addchild(child1);
world.addchild(child2);
world.addchild(childn);
f2 = freememory; //measure after loading whole scene
total_heap_usage_of_the_world = f1 - f2;
« Last Edit: November 30, 2009, 10:51:51 am by Ran_Cu » Logged

halfsfot
Full Member
***
Posts: 115



View Profile
Re: 3d game (engine) features showdown
« Reply #12 on: November 30, 2009, 11:22:07 am »

Code:
                long before=Runtime.getRuntime().freeMemory(),after;
                MapLoader.loadMap("/res/map1.txt");
                after=Runtime.getRuntime().freeMemory();
                System.out.println(before-after);
the result is 44036 Smiley
Logged

explanations - free
code example - paid
Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #13 on: November 30, 2009, 11:48:48 am »

super Smiley
Logged

Ran_Cu
Senior. Member
****
Posts: 286



View Profile WWW
Re: 3d game (engine) features showdown
« Reply #14 on: November 30, 2009, 11:51:55 am »

but
the world is 44 kb..
max heap usage is 1 mb..
how does this difference happen?
Logged

Pages: [1] 2 Print 
J2meForums  |  General Category  |  Advertisements (Moderator: mikkom)  |  Topic: 3d game (engine) features showdown « previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP J2meForums | Powered by SMF 1.0.8.
© 2001-2005, Lewis Media. All Rights Reserved.
Valid XHTML 1.0! Valid CSS!