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Boat load of hard questions.

Started by TetsuoAkira22 May 16, 2002 at 4:51 PM 30 replies 4.7k views
Original Post
TetsuoAkira22
TetsuoAkira22
Recently, I have been working on creating a state of the art game engine, but I am stuck with collision (It can load 3ds files, lights, cameras, particles, ect.). I was wondering, would it be faster and better if I used a randomly generated terrain? And if so, can someone PLEASE give me links on how to create a nearly infinite terrain, that saves itself to a file so that it doesn't loose any data, and how to add collision to it, as well as other models. Another question is how do you make your own 3d file format for 3ds max? Export tools? And after you've made it, how do you put it into your engine? Another question about the terrain. I've read theorys on Eco-System engines, are they very hard to make? Yet again, another question. How would you specify, in the landscape, the flat spots and high spots, for, oh lets say.. Houses, buildings, trails, ect. Thanks in advance. P.S. This is a side-project for me, and may use some of the source code in my company's engine. [edited by - TetsuoAkira22 on May 16, 2002 8:24:54 PM]
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TetsuoAkira22
TetsuoAkira22
Also, how would I create water and snow at certain heights?
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Shag
Shag
Excuse me for being blunt ... but are you taking the piss?
TetsuoAkira22
TetsuoAkira22
Yes I''m sure I have a company, yes it is a legit trademark, yes I have a publisher, and WHAT does "Excuse me for being blunt ... but are you taking the piss?" mean?
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Shag
Shag
And I thought it was May ... not April 1st!
IndirectX
IndirectX
quote:
Original post by TetsuoAkira22
and WHAT does "Excuse me for being blunt ... but are you taking the piss?" mean?


I think it means that he thinks that you''re just dumping all your questions here without doing proper research first. This is not to say that I''m of the same opinion (too advanced stuff for me yet).
---visit #directxdev on afternet <- not just for directx, despite the name
TetsuoAkira22
TetsuoAkira22
quote:
Original post by IndirectX
[quote]Original post by TetsuoAkira22
and WHAT does "Excuse me for being blunt ... but are you taking the piss?" mean?


I think it means that he thinks that you''re just dumping all your questions here without doing proper research first. This is not to say that I''m of the same opinion (too advanced stuff for me yet).

I have actually searched just about every OpenGL site, even bought several books on it but none of them fit what I need.
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Shag
Shag
I have my own company ... and I would like to take on NASA ... but I have no idea how to fly ... can someone please explain the principles, and then I''ll be the first man on Mars.

Thanks for your help
Grover
Grover
"Whats a google?"
Shag
Shag
What''s a google ... sheesh ... where ya been all these years? Dumb schmuk!

A google is a thing ya plug into ya serial port to prevent software piracy! I thought everyone knew that! Damn kids for ya ...
IndirectX
IndirectX
quote:
Original post by Grover
"Whats a google?"


A google? That''s The Google for ya, you disrespectful person.

TetsuoAkira22: Surely you didn''t search this site?
---visit #directxdev on afternet <- not just for directx, despite the name
LOWORBIT
LOWORBIT
First, Shag, give it a break, do you really have this much free time to monitor this thread?

Ok, first, go a buy a book.
There are a few nice books out on DX and OpenGL programming.
Charge it to the company budget as research, because that is what it is.

As far as collions detection goes, compare a bounding box for each object to the terrain/map

Water, you have two options, make a uniform level on the map that is n height, which below is water line. Intersect the map with a blue plane, when below plane, add water effects, like change screen to blue and muffle sound, vioula water.
OR setup a meta ball engine that has a collison system setup agaist the terrain and drop water into pockets in the map.

Snow, follow same concept

3ds max has an sdk some where for making exporting/tools/etc RESEARCH
Also, Mircosoft has a tool in the DX sdk to convert those files to xfiles

A random number generator can easily produce a terrain

And specifing flat spots is your problem, think, your a freaking programmer.

Shag I do agree with you, this was a bunch o piss
-Scott
TetsuoAkira22
TetsuoAkira22
I didn''t come here to get flamed by newbies,I came here expecpting smart people to answer a question WHICH I have spent several hours searching on GOOGLE.

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Maximus
Maximus
I think youre problem is that you are searching opengl sites for the answers, yet not a single question you asked had anything to do with opengl.

1) Terrain generation, loading and saving has nothing to do with OpenGL, nor does collisions or the generating/loading/saving of other models.

2) Again, making your own file format for 3dsmax has what to do with OpenGL? Nothing.

3) Eco-system engines... not OpenGL related.

4) Flattening terrain is done in your terrain generation tools (or code). Not by opengl.

You said you searched almost every opengl site, but I find that VERY pointless as none of the questions are opengl related. It is upto your code to perform those functions, and OpenGL''s job is to draw it on screen from the information that YOU provide to it.

I can see that youll have an incredibly fun time creating a "stae of the art" game engine when you cant even differentiate between graphics rendering and the rest of the engine.

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
TetsuoAkira22
TetsuoAkira22
quote:
Original post by LOWORBIT
First, Shag, give it a break, do you really have this much free time to monitor this thread?

Ok, first, go a buy a book.
There are a few nice books out on DX and OpenGL programming.
Charge it to the company budget as research, because that is what it is.

As far as collions detection goes, compare a bounding box for each object to the terrain/map

Water, you have two options, make a uniform level on the map that is n height, which below is water line. Intersect the map with a blue plane, when below plane, add water effects, like change screen to blue and muffle sound, vioula water.
OR setup a meta ball engine that has a collison system setup agaist the terrain and drop water into pockets in the map.

Snow, follow same concept

3ds max has an sdk some where for making exporting/tools/etc RESEARCH
Also, Mircosoft has a tool in the DX sdk to convert those files to xfiles

A random number generator can easily produce a terrain

And specifing flat spots is your problem, think, your a freaking programmer.

Shag I do agree with you, this was a bunch o piss


Thank you, your the first person to answer thats not a flamer.
I HAVE bought a book, and have it sitting right next to me, yes it was research, and it IS OpenGL.
Second, Collision.... I have tried just about everything, nothing seems to work, the player just keeps walking right through whatever it is you go towards.
Third, the water, making a plane object of water doesn''t suit my purpose, I have in fact, tried that, just not enough realism for what I''m making.
As for the snow, I don''t want it up in the air, just on certain objects above a certain level (I.E. 15,000ft), just on mountains, not hills or objects that happend to be that high.
Fourth, Thanks for the tip on 3d Studio Max, didn''t see the sdk, or anything on microsoft(I despise them, but DirectX is useful at times)
Fifth, the random number gen. terrain, is a good idea, but if it followed rules that I set (see post above), then it wouldn''t be random :-P
Sixth, the flat spots I had an idea about, anywhere the camera goes, the land under it is flattened, but that would run into problems.
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TetsuoAkira22
TetsuoAkira22
quote:
Original post by Maximus
I think youre problem is that you are searching opengl sites for the answers, yet not a single question you asked had anything to do with opengl.

1) Terrain generation, loading and saving has nothing to do with OpenGL, nor does collisions or the generating/loading/saving of other models.

2) Again, making your own file format for 3dsmax has what to do with OpenGL? Nothing.

3) Eco-system engines... not OpenGL related.

4) Flattening terrain is done in your terrain generation tools (or code). Not by opengl.

You said you searched almost every opengl site, but I find that VERY pointless as none of the questions are opengl related. It is upto your code to perform those functions, and OpenGL''s job is to draw it on screen from the information that YOU provide to it.

I can see that youll have an incredibly fun time creating a "stae of the art" game engine when you cant even differentiate between graphics rendering and the rest of the engine.

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack


1. Actually, since its main coding resource IS OpenGL it falls under OpenGL Programming.
2. Yes it has ALOT to do with OGL, you have to have the codec for that format.
3. Yes Eco-Systems for OpenGL, have alot of OpenGL Coding..... Imagine that, an OpenGL Program using OpenGL! (Yes I know Eco-System coding is for everything, but I said OPENGL)
4. Once again, the code or program has to be .... *gasp* OpenGL related!

The engine is 50% done, its great graphics, just REALLY laggy, these questions are just to improve this.
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TonyFish
TonyFish
This thread is weird.
Don't take the piss because the guy clearly doesn't have a clue. As for whether the question are OGL related that's another matter. In my mind the ONLY thing that is OGL related are OGL commands themselves. Therefore subjects like flie loading, engine structure, blah blah blah have no place in an OGL site. This is clearly stupid as most sites of this nature deal with these issues to various extents. A site that only discusses OGL commands would be pretty pointless. Might as well just buy a copy of the blue book. Back off already. Maybe he should have posted in a few of the other gamedev forums but that's no reason to flame the poor sod.
However I do agree that these aren't really the quesions you'd expect from someone coding a "state of the art engine" !

Indeed.

&ltFish>{

[edited by - TonyFish on May 17, 2002 7:51:45 AM]
<Fish>{
Penance
Penance
I just got done coding my state of the art rotating cube with orbiting triangles. It supports advanced features such as translation along the z-axis (transZ modulation) and pausing.

I agree with Tony concerning what is "openGL" and what is not. I mean you can generate perlin noise terrain on any system with any API, but how you would actually integrate the general techniques involved to work with openGL commands and produce what you''re after is a different story.

Hehe, then again there''s only about 50 billion tutorials on this and other stuff he mentioned, so I think maybe he didn''t do as much research as he could have.
TonyFish
TonyFish
here here
that's nothing Penance I happen to be coding my state of the art window class. RAAAAAA !!!

&ltFish>{

[edited by - TonyFish on May 17, 2002 8:40:11 AM]
<Fish>{

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