Monday 15 April 2013

I'm Back and a Solid Body Object Editor

I'm back in the land of blogging, you can call it lalahland this time.

I haven't been active due to real life stuff, as always. I did however start my Bsc. CS (Honours) degree and decided to take an awesome subject, Graphics.

For our first assignment we had to make a solid body object creator. The solid body object is created by mapping a cross section along a profile line or by mapping the profile line along the cross section.

Here is some screenshots of my editor:
Figure 1: Profile line curved around the cross section.

Figure 2: Profile line not curved around the cross section.

The four view areas on my editor are as follows:
  1. Top left view area: Profile line curve.
  2. Top right view area: Cross section curve.
  3. Bottom left view area: Animation screen. It rotates the solid body object in the bottom right view area around its Y axis.
  4. Bottom right view area: The solid body object. The axis can be freely to view the object mo different angles by clicking on the screen and dragging your mouse pointer in the direction you want to rotate the object. 

This 'editor' does not have the ability to save the objects. This is something I can add should I decide to make a tool out of it.

During a class on animation, I had an idea to convert this editor into an animation editor. So right now, this seems to be the editors future, animation.

Next post will most probably be about ray tracing as it is the assignment I am currently busy with.

Sunday 4 March 2012

Iteration 1.1: Continued...

Bear with me, stuff kept me to busy this weekend to do what I needed to do.

Sunday 26 February 2012

Iteration 1: Getting out that first working implementation.

So now the implementations start.

The aim for iteration 1 is to get out a working MMO.
I have to warn against any expectations of it being something someone might actually want to look at. It won't.
It will be a very rough, crude and unappealing implementation of some of the core concepts of the game.

Iteration 1 will consist of the following:
 1.1 - Basic Environment, Moving and Camera system.
 1.2 - Networking (on local LAN)
 1.3 - Menus menus menus and HUD: Game menu (for now just LAN), Game lobby screen, and other player context menu, player Health, maybe even other player health, and action bar with clickable action(s) in.        
 1.4 - Player interactions on another player (My thoughts for now is simple attack actions, creation of a party, and friendly actions). I might just use the MVC pattern here.
 1.5 - Hosting the game server:
I got a nice article on the IBM website: http://www.ibm.com/developerworks/library/ar-powerup1/ on this.
I am not sure that I will implement this for now, I will most probably do away with it for now due to a discussion with bigbadwofl on whether to create an MMO or implement something smaller (player base wise). I agree with his sentiments and decided I will start out with a smaller size, like, say that of Giants: Citizens of Kabuto and Savage. The MMO idea is still there for the end product. I will make sure that the concepts I develop for the game will be convenient for a MMO as well.
This would probably help this game to get to alpha faster.

I will be very busy this week, but I will attempt to complete iteration 1.1 -  Basic Environment, Moving and Camera system.
(I kept this iteration so small due to time constraints).

Friday 24 February 2012

Update 0: Dawn of a new Game

Thanks to Rylod's blog I got inspiration to start a game (BigBadWofl had a hand in this as well).
This will be a long process as I do not have much free time at all.

Here is the rough ideas so far:
Name: undecided (Lalahland for now).
Influences:
 - Fairy-tail (anime)
 - DBZ mod from half-life


  1. MMO
  2. Swords / guns / magic
  3. Fast paced and contact based playing (think DBZ mod for half-life 1, the melee side)
  4. Players can create schools for other players to join (think guilds)
  5. Main purpose is to improve schools (upgrades upgrades upgrades, University should be quite common, people should refer to it as universities rather.)
  6. Game is PvP oriented, world PvP. (Arenas much later probably)
  7. Achievements and Statistics.
  8. Fame. (not sure how this will work yet, guess it will be some status for a school and the player)
Schools
  1. Player leveling is done through attaining quests from the player's school (most of the players time spent outside PvP should be spent in school, player customization, dummy target practice, duels with fellow school pupils, leveling of professions etc etc.
  2. The school and school ground's layout should be customize-able by the Dean/Headmaster/person assigned to do it.
  3. Schools have different departments (and professors aka another player) for different professions and fighting styles.
  4. Gear can be attained through contribution to your school, the more you contribute in a certain area for the school, the more of a certain type of gear you unlock.
  5. Schools can be improved by unlocking purchasable "rewards" like extra building for something / training grounds / departments / etc.
  6. Rewards will be unlocked through XP gained for the school, These will be missions completed by the school's pupils and staff. 
  7. NPCs for the school is purchasable, for example cleaners, to keep em diseases away from the school :) teaching assistants (quest givers) maybe even make them the only professors, guards.
PvP
  1. World PvP: 2 types of realms, PvP and Less PvP
  2. PvP realm -> a university can be attacked ( be sure to stack on university defenses ), can't be wiped, benefits from doing this is open for discussion, it should be hard to successfully attack a university.
  3. Alliances, schools (notice, schools and university is being used interchangeably) should be able to form or join alliances, this would be especially useful for smaller schools in a PvP realm.
  4. Less PvP realm, schools is save from being attacked, outside your alliance area, your PvP will be on, and some time after you leave a PvP area as well.
Servers and Player Accounts
  1. Worlds: A world relates to a server, a character is bound to a server, unlocks only attains to the players character, not to his account.
Technologies used to develop the game:
  1. C++
  2. OpenGL
  3. Lua scripting language
In the end, the game will be in 3D.

System requirements to play the game
  1. Fairly bad spec'd laptop (Performance will be a big focus in creating this game).
  2. Linux, Windows, Mac (possibly others).
Development Process:
Very agile:

Iterations, Iterations, Iterations
I will be getting something working at as fast as time and circumstances allow me (so don't expect 3D at the start, or nice networking, workable is the aim for now, with of course a good framework in place).
At the end of each major iteration, a working product is produced.

An iteration consists of planning (which includes reflecting on the bigger picture, I say this to remind myself to do this) and implementing.

I will attempt to blog about each iteration at the end of each major iteration.

Resources:
A couple of varsity books
These websites:
(If you know of any nice networking for games book or other resource, please let me know.)

These book seems like cool resources:

The Team:
Me (just don't expect the art to look like something you actually may want to look at).



Game Architecture
After some research, I decided I didn't like MVC and component-based design.
Here is my own (by own I mean it might exist but that I am not aware of it):
Basic, it will change overtime of course:


Goodbye.
That is it for this blog update. I will discuss my game architecture and choice thereof in the next update, perhaps supply you with a nice UML diagram of the game's Architecture.

Saturday 7 January 2012

The Fractal Tree

So I spend some time in between stuff to work on this tree project of mine.

Fractal Trees, which means each branch is a replica of the previous branch, possibly with a different scale, depends on how I feel about it.

Here it is, kinda 2d generated (branching ignores the z axis), my next task is making it 3d.

It doesn't look much like a tree, I just hope you can see some kind of resemblance.

Off to do some other stuff.

First Project

Trees, its all about trees.

FIRST!

Hi this is me,
This blog will be about my attempts at some game dev and AI stuff.
You will most likely only see stuff done in OpenGL, source code will be in C++.

enjoy and ..
whatever,  whatever