So in the last entry I showed the remote visual debugger that Havok lets you play around with, it's very cool. Today I have an update showing some in-game images and a video. The vid/screens show implementation of a 32bit sampled heightfield in Havok, as well as standard rigid bodies ( little box…
So I've made the leap to the Havok physics engine...after fully implementing ODE, Tokamak, Newton, Ageia PhysX, aaaand my own hand rolled...I, uh, think I've found what I've been looking for ;-)
In a few days I've put all I really need into my game engine [ used for Warbots, and Urban Empires]....la…
In a few days I've put all I really need into my game engine [ used for Warbots, and Urban Empires]....la…
Sorry I've not much to show in terms of screenshots / videos like in the last entry [ http://www.warbotsonline.com to watch the 2 videos of the game ].
I've been putting a lot of work into various GUI elements like the scoreboard display, the end game screens, command point gameplay integration...th…
I've been putting a lot of work into various GUI elements like the scoreboard display, the end game screens, command point gameplay integration...th…
Hey guys, in addition to all the stuff I posted yesterday...I've created/uploaded two videos of the game :-) So you can finally see it in motion a little bit at least.
The videos are embeded on the http://www.warbotsonline.com - Warbots Homepage for easy viewing.
But as usual I'll add clicky images …
The videos are embeded on the http://www.warbotsonline.com - Warbots Homepage for easy viewing.
But as usual I'll add clicky images …
Hey guys I've been reaally busy on a lot of things:
- Website / image galleries / etc.
- Normal mapping on terrain
- Finalized model / texture LOD caching system.
- Desert environment set
- Arctic environment set
- Redo grass environment set
- 5 new maps into the game
- Messing with the sky…
- Website / image galleries / etc.
- Normal mapping on terrain
- Finalized model / texture LOD caching system.
- Desert environment set
- Arctic environment set
- Redo grass environment set
- 5 new maps into the game
- Messing with the sky…
[ Warbots Online ]
Hey guys, yea I've been using 'Warbots Online' as a working title for the game I've been posting about lately [ mostly because www.warbotsonline.com is available xD ]...but yea, that's the name I'm going with.
The game is basically 64 player per server online combat. Gameplay mo…
Hey guys, yea I've been using 'Warbots Online' as a working title for the game I've been posting about lately [ mostly because www.warbotsonline.com is available xD ]...but yea, that's the name I'm going with.
The game is basically 64 player per server online combat. Gameplay mo…
Respawn Bunker Lighting
Sup guys, I introduced the respawn bunker asset in the last entry. I only showed the exterior [ because I had not written an interior shader for this game ].
Well I spent some time today and wrote the shader path for building interiors.
I'm pretty happy with how it turned out.…
Sup guys, I introduced the respawn bunker asset in the last entry. I only showed the exterior [ because I had not written an interior shader for this game ].
Well I spent some time today and wrote the shader path for building interiors.
I'm pretty happy with how it turned out.…
Well I guess I'll start out with the pictures, and hope you'll stay around for the Audio stuff lol.
Respawn Bunker/Forcefield
I literally just came up with this little forcefield effect a few minutes ago, I think it's pretty cool. Basically if you're inside the forcefield you can't take damage but y…
Respawn Bunker/Forcefield
I literally just came up with this little forcefield effect a few minutes ago, I think it's pretty cool. Basically if you're inside the forcefield you can't take damage but y…
Ok I guess I have to make multiple updates per day here lol. Is anybody even reading these? bwahaha *ping* Also it should be noted that I've been working on this "new project" for 1 month and 17 days [grin]
I'm still hoping to finish this new/smaller game by the end of the month [ offline mode, no…
I'm still hoping to finish this new/smaller game by the end of the month [ offline mode, no…
Well since you were all taken so much by my last entry on AI/Pathfinding/Ambient Occlusion I'll try to pick an intersting topic for this post lol.
Crepuscular Rays
Ah yes, crepuscular rays [ no relation to fatty corpuscle ], or 'god rays', or 'sweeet sweet light shafts', take your pick...whatever you…
Crepuscular Rays
Ah yes, crepuscular rays [ no relation to fatty corpuscle ], or 'god rays', or 'sweeet sweet light shafts', take your pick...whatever you…
I'm still rushing to have this "small" project out there in the next few weeks, hopefully finished [ offline mode ] by the end of the month, and the 64-player networked games working a week or two after that. I should come in A little over half of my projected 4 month timeline on this new game.
AI …
AI …
I have some more screenshots of the little "project" I'm working on now.
For more information about it, etc. see the last post. I hope to have this game done by the end of the month [ at least the offline components ], it's going to be close. I'm really enjoying working on it, it's a nice releif f…
For more information about it, etc. see the last post. I hope to have this game done by the end of the month [ at least the offline components ], it's going to be close. I'm really enjoying working on it, it's a nice releif f…
Hey guys :-)
Sorry for not posting anything here for so long. I've been really busy, and I'm sort of working on two projects now :-) For info about Urban Empires see the bottom of the post [grin]
Sooo what have I been up to?
The project is not announced publicly yet, and I don't really plan on doi…
Sorry for not posting anything here for so long. I've been really busy, and I'm sort of working on two projects now :-) For info about Urban Empires see the bottom of the post [grin]
Sooo what have I been up to?
The project is not announced publicly yet, and I don't really plan on doi…
Hey guys...the game is 99% artwork complete, 90-95% code complete.
I still have to get the car physics working as well as I want...I'm tired of wrestling with the raycast PhysX vehicles...I'll be working ona true rigid body simulation of the vehicles in the next week....the implementation will be v…
I still have to get the car physics working as well as I want...I'm tired of wrestling with the raycast PhysX vehicles...I'll be working ona true rigid body simulation of the vehicles in the next week....the implementation will be v…
I uploaded a quick 1 minute video showing the test track I'm using to fine-tune and refine the vehicle physics...
Expect drifting videos soon...lol...I've already got some decent physics using Ageia, but it's probably 60% what I had with Newton. I had to stop using newton because of stability issue…
Expect drifting videos soon...lol...I've already got some decent physics using Ageia, but it's probably 60% what I had with Newton. I had to stop using newton because of stability issue…
Hey guys, I just got images of the final 2 weapons in the game...bringing the total to 51.
Also I'm working on the car physics so I plopped a little race track in the middle of the city, I found one online for like 100 bucks...it should be good to fine-tune and test all the vehicle handling.
Chainsaw…
Also I'm working on the car physics so I plopped a little race track in the middle of the city, I found one online for like 100 bucks...it should be good to fine-tune and test all the vehicle handling.
Chainsaw…
Hey guys...some new guns from my fantastic weapons artist - This makes 49 / 51 completed.
I'm working towards a point where I can start showing some more in-game stuff again...the game is in pieces now though.
I'm juggling 10 different programming tasks, but as far as the amount of time until BETA …
I'm working towards a point where I can start showing some more in-game stuff again...the game is in pieces now though.
I'm juggling 10 different programming tasks, but as far as the amount of time until BETA …
So yea, this was my saturday afternoon project. There are so many parts that can be tweaked.
This sort of interface is going to be used a few places throughout the game...
Here is the video link.....
[ best to watch fullscreen because of the compression artifacts etc. ]
">Link to YouTube video
Link…
This sort of interface is going to be used a few places throughout the game...
Here is the video link.....
[ best to watch fullscreen because of the compression artifacts etc. ]
">Link to YouTube video
Link…
Hey guys, quick little update...I've got 4 more guns from my weapons artist...
Remember the game is played from the 3rd person view when you're controlling one of your gangsters, so I think the guns are detailed enough.
I'm holding my USP Compact right now, and my Five-Seven and they look exactly lik…
Remember the game is played from the 3rd person view when you're controlling one of your gangsters, so I think the guns are detailed enough.
I'm holding my USP Compact right now, and my Five-Seven and they look exactly lik…
I want to use this bridge as the centerpiece of one of the cities in the game. As you might know the game comes with an integrated city editor, and there are multiple cities that will ship with the game, etc.
It's sort of like a Battlefield/Counter-strike, server/map topology if I had to sum it u…
It's sort of like a Battlefield/Counter-strike, server/map topology if I had to sum it u…
DONE means they are already created, if not then they are in the works by my gun artist.
Here is his latest work for me, a FAMAS F1...
Real Deal -
Game Model -
I need help filling in the last 3 slots...any requests?? :twisted: :twisted: :twisted:
NOTE: These are just reference names, the guns are r…
Here is his latest work for me, a FAMAS F1...
Real Deal -
Game Model -
I need help filling in the last 3 slots...any requests?? :twisted: :twisted: :twisted:
NOTE: These are just reference names, the guns are r…
So the latest building is in-game...it's a sex shop. Yea I said sex shop, big whoop, wanna fight about it? xD
David did the model and I did some texture work and created the logos, now playing, etc...
This building looks plain during the day, but at night it will be animated and should look amazing…
David did the model and I did some texture work and created the logos, now playing, etc...
This building looks plain during the day, but at night it will be animated and should look amazing…
Where to start ;-) [ edit: all in-game images are shown @ 50% texture quality because 32-bit operating systems suck :-p ]
I've got a lot of new artwork etc. for the game. David, one of my buddies is helping me with some environment art. I've also got my usual artist on some new cop and civilian mo…
I've got a lot of new artwork etc. for the game. David, one of my buddies is helping me with some environment art. I've also got my usual artist on some new cop and civilian mo…
Finished Bowling Alley & step-by-step construction screenshots.
These are all in-editor shots, with basic lighting & texturing, no shaders...
Here is the step by step construction...
Also as a bonus here is a random screenshot of a vehicle in-game near the docks on one of the cities...
Next is …
These are all in-editor shots, with basic lighting & texturing, no shaders...
Here is the step by step construction...
Also as a bonus here is a random screenshot of a vehicle in-game near the docks on one of the cities...
Next is …
Ok Here is today's Environment WIP / Art Update
Today I've modeled/textured a small bridge/underpass tile for the cities. I'm going to start on some more buildings in a few minutes after a break. Check out the gun range in the last post for an idea of the quality, etc.
All elements of the city are …
Today I've modeled/textured a small bridge/underpass tile for the cities. I'm going to start on some more buildings in a few minutes after a break. Check out the gun range in the last post for an idea of the quality, etc.
All elements of the city are …
I've been working on this one for a few hours...it's the first of many new buildings I'm creating for the game...
I'm really tired and don't care to get into the specifics of all the stuff I've been up to...but I'll try to post more frequent updates...I've been slacking off with the progress updates…
I'm really tired and don't care to get into the specifics of all the stuff I've been up to...but I'll try to post more frequent updates...I've been slacking off with the progress updates…
I'm working on all kinds of fun stuff right now :-D Here is a quick update/some info on a few random topics -
Multiplayer, 64 players per server
I've decided to make the game support 1-64 players per multiplayer server when I re-code the multiplayer in the coming weeks. There can be 3 - 7 gangs per…
Multiplayer, 64 players per server
I've decided to make the game support 1-64 players per multiplayer server when I re-code the multiplayer in the coming weeks. There can be 3 - 7 gangs per…
Yea so here is today's progress on the crowds & physics... etc.
I've created a new physics test map...this also allows me to re-integrate the city selection functionality into the game. I've also gotta get mini-map generation working again under the "new" framework that was started August of la…
I've created a new physics test map...this also allows me to re-integrate the city selection functionality into the game. I've also gotta get mini-map generation working again under the "new" framework that was started August of la…
Yea if you've been following the game you've probably been wondering where the hell the civilians are at. I've recently got them back into the game...but with a twist. I coded a light weight character class for the civilians, and based their rendering around a sort of "semi-instancing", it's not …
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