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DeltaEngine

Rocket Commander: Week 1

by Benjamin Nitschke 7. November 2005 04:00
Well, a week isn't really over yet, but since most of the planed work for this week is finished, I'm going to post a screen now. Unlike my posts for Lost Squadron I think it is much better to have weekly steps since you can see more changes in a week.

You can see on the screen the basic framework for the engine, it supports parallax shaders, cube maps (for the space background), music, sound and all other basic graphic elements. The lens flare isn't finished yet and most of the models are not fixed yet (there is an evil bug in 3DS Max 8 preventing us to export correct normal maps, somehow the tangent calculation inside of 3DS Max 8 to bake normal maps is not working as it was in 3DS Max 7).

This is still a very early screen (at least it is realtime and 3d ^^ please don't think anything is final art yet) and you won't get a feeling for the game yet. Hopefully next week this will look much better. Currently missing are also:

  • Some simple physics for all game elements (asteroids, rocket)
  • Main menu, Highscores, logos, texts, etc.
  • Post screen effects (motion blur, glow/bloom effects, hdr stuff).
  • Level design .. hmm, havn't got a clue how to solve that yet.
  • The game itself, items, fun and so on ...
  • The website too :)

See ya next week ^^

Comments


11/8/2005 10:50:03 AM #

Cool project - can't wait to see more.
And congratulations to your Microsoft deal.

Bunnz | Reply



11/8/2005 4:04:00 PM #

Sag mal, nutzt du eigentlich das MS eigene SampleFramework?
Was hälst du davon ... taugt das was, sprich kann man es ohne Probleme für eigene Projekte verwenden?

Micha | Reply



11/9/2005 9:46:31 PM #

-> He asked if I use the DirectX Sample Framework.

No, I don't think much of it. And the game should be as simple and easy to understand as possible, there will be not a single c++/asm line of code or unsafe code in it (which I do use in my other projects). I wrote a very small own framework for the game, but optimized most of the stuff right for this game. Anyway, I'm pretty sure you could use the framework of Rocket Commander and write your own game without any problems.

More on that subject next screenshot. I just solved 2 big issuses (HW Instancing and Occlusion testing without reading back framebuffer (gpu expensive) or doing expensive intersection tests, which are expensive on the cpu).

abi | Reply



11/13/2005 12:10:49 PM #

Again this seems to be a very cool Project. For new graphic programmers this could teach them a lot.

Why did you switch from OpenGL to DirectX? Arena Wars was completly written for OpenGL afaik but then Lost Squadron and now Rocket Commander uses DX. I made the switch the other way DX->OpenGL because i didn't like the DX approach.

Sebastian Pech | Reply



11/15/2005 2:34:41 AM #

Hi Sebastian,

I switched to DirectX for the same reason I switched from c++ to c#, just to try it out. Before using OpenGL I was using DirectX 7, DirectX 9 is really good for advanced shader effects ...

Anyway, I still got a lot of OpenGL code in my engine, so I could switch back if I want to, but most of the newer shader effects (HLSL, fx files, x files) are not supported there yet. Maybe I will check out OpenGL again after my next big project is finished (Armies of Steel).

abi | Reply



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