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7.30.2002
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Still working on the texture manager.
Here is a copy of an article from Grassroots Motorsports about
Matt and Mine's OTC adventure. You can read it HERE
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7.17.2002
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Quick update. Got the texture manager working. Some textures are missing so
I need to figure out why, but the good news is the size (memory footprint
of the entire game) is down to 100mb. This is still more then I expected,
but it definitely beats the 500mb or so the game was earlier.
Starting to work on some plans to make the game more modular, so anyone
can easily add new tanks, new weapons, etc... etc...
Also I need to find some time to start reading my windows networking book
so I can hammer out some network code for this game.
Thats it for today. New awesome version up soon I hope.
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7.12.2002
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No updates yet, but I wanted to let you guys know what I am working on.
Texture Manager
When loading lots of ms3d files, the current program loads a new texture
map for each one. Sometimes they repeat and it takes ALOT of memory. Some
500mb+ for the trees! Ouch! So I am working on a texture manager to
bring it down to a more sane 1mb.
More Detailed Terrain
I am working on making the terrain be composed of more triangles, and
of having it be texture mapped on the fly. It will make it more
detailed and it should look as professional as any commerical product
out there.
LOD Terrain
Just like it sounds. Dyanmic level of detail terrain.
I purchased the Afterburner Kit from www.tritonlabs.com.
Its amazing! My Game Boy Advanced is finally playable. It works in
all lighting conditions. Advance Wars rocks!
I also got my Linux PS2 kit yesterday. I am going to mess around with
it. Maybe even port SE3D to it.
Another sweet Scorched Earth 3d game.
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6.9.2002
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Sorry for the late update. I have been very busy the past 2 months.
Me and my old college roommate Matt entered his race car in the
Open Track Challenge.
After a fun week of driving at 7 different tracks we came out on top,
#1 in our class.
Then I went off to E3 to check out all the new games and the hot
booth babes.
The game is coming along slowly. I have been continuing to work on
performance issues. The engine is now rendering at upwards of 630,000
Triangles Per Second on my GF1 DDR and P3 800. I recently purchased a
GF3 TI 200 (at $99 shipped) and will explore its capabilities.
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4.11.2002
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In 2 days its my birthday!.
I got alpha blending working for the tree leaves. As you can see by the images. The
trees now use alot less polygons and thus render faster.
I changed the landscape so instead of rendering 2 triangles at the
leaf nodes, I render 8 triangles one node above that. The usage of
vertex arrays makes the rendering of the landscape over 25% faster.
Using glDepthMask(0) and glDepthMask(1) calls for the particle manager now.
No need to sort and thus its alot faster and has no slowdown when there are
alot of particles around.
My next improvement plans include:
Adding the destroyed tank model by Brandon Blizard.
Fixing the gravity flag for the explosion particles.
Adding fire+smoke to trees when hit + removing the leaves.
Adding smoke to hit tanks. More smoke as more damage.
Fix various/numerous AI problems.
Launch new, better, more stable version with all the textures this time!
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2.19.2002
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Everytime I want to launch a new version I think to myself, nah, I
should wait until I finish this one little thing. So I rarely launch
new versions, even though so many advances have been made. So here
is the current build + source. The executables are in Debug and
Release directories.
There is some issues with this release. I'll fix it tommorow.
scorch3d01.zip
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2.18.2002
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Its been a long time since my last update. Luckily I can say that
the game is much better. I will post a new demo up soon. I fixed
alot of bugs and it should be faster and alot more stable now.
Unfortunately I have been feeling a little sick lately and its
hard to concentrate on programming when you are sick! =(
But hopefully I will launch a new version soon which will have:
1) A new tank (thanks to Brandon Blizard).
2) AI (its *almost* working).
3) Dead tank model (again, thanks to Brandon).
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1.6.2002
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Fractal trees working much better. They dont grow anymore.
I am reworking the leaves to make the trees more realstic.
Brandon Blizard made an awesome new tank model for me. The game
is now capable of loading MilkShape3d files thanks to Nehe's
Tutorial on the subject!
Brandon also made an awesome F18, so expect some new weapons soon!
I finally got the tank AI pointing the cannon in the right direction.
The next version should have full working AI!
I am also working on some plans to make a Single Player Campaign mode.
More details will follow soon.
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12.6.2001
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Particle manager working at approximately 95%. There is still
some problem with the particle gravity.
Changed the whole lighting for the game. Also added a light that
follows the shell for a cool effect.
New demo up plus source code is included! If you have any comments
about the code, ideas on how to speed things up, questions on how
things work, etc... feel free to email me.
As usual, the source code is provided for people who want to learn
OpenGL and game programming. Please dont use this code in other
programs without my permission. The same goes for the images and models.
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11.5.2001
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I got the performance up a bit. I simply re-worked the drawing code
so I dont do so many on-the-fly calculations. I started with 250,000
TPS and 38fps. Now my game is running at 425,000 TPS and around 58fps.
52% performance boost!
I was unable to achieve my desired 1,200,000 TPS goal. Apparently I
will need to lock the vertex arrays. After reading several papers on
Nvidia's developer section I am not that sure anymore that 15,000,000
TPS is easily reachable. It appears that many things can easily
limist your TPS. The way you texture map, coloring, how you store you
vertex information. I guess I sort of shot myself in the foot by having
a deformable landscape, but scorched earth wouldnt be the same without
it.
I got fractal trees working. It looks pretty sweet. Unfortunately
the tree "grows" as you get nearer which makes it look kind of wierd.
I still havent though about how to fix it. Here are some sample
pictures.
I also have a demo up. Particle engine is still not functional. You can
still play the game though but you wont see any shells flying. Explosions
are still there. This is mostly for a performance test and also to show
off the fractal tree. You can get the demo in the demo's section.
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10.27.2001
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I am still working on performance issue. I got the game up to
400,000 triangles/second. Which is still a far cry from the
15,000,000 triangles/second advertised by nvidia for my Geforce
256 card.
I am working on implementing vertex arrays for the landscape
as well as for the tanks. I am aiming for at least 1,200,000
triangles/second. Unfortunately I think to get 15 million I
need to use nvidia-specific opengl calls.
The particle manager is still not operational. I will continue
working on it once I get the performance up higher.
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10.21.2001
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Once again I must apologize for the lack of updates. I have had a
very busy past 4 weeks. These included 2 weeks during which I had
4 of my wisdom teeth removed. A very painful recovery process =(
But at least I am all 100% now and can eat normal foods now! =)
I am still working on the new particle engine/manager. Its going well
and it should be done very soon. Once its done I want to create a
demo using (in addition to my landscape) for nehe's new contest.
Check out nehe.gamedev.net for more info on the contest.
I fixed a bunch of stuff in the code. Its now no longer cpu
dependant and it seems to run fine under release mode. I'll
post a new version soon + source code once I finish documeting
it (and removing any really lame code). =)
I am also working on getting those fractal trees done, as well
as adding lighting effects for the shells and explosions.
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9.27.2001
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I apologize for the lack of updates. A new version will be up shortly.
I have been trying to fix some of the cpu-dependency issues.
I am also re-working the particle system to allow for more accurate
representation of explosions + shell trails.
I am also working on adding fractal trees + other objects that will
make the landscape appear a little bit more realistic.
And last but not least, I am learning networking under directx so
perhaps one day there will be a network version of this game out.
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9.1.2001
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Well, I sent the game to the IGF. Its far from being done, but they
claim all you need is a playable first level, and I definitely have that.
Besides, I know I wont win anyways. The competition is against companies that
have dozens of programmers, artists, etc... while I have just have... me.
I completely changed the shells. I added a firey trail, but it looked so cool
I just ditched the shell model.
Had to implement alot of code so it will draw the new shells correctly, its still
not 100% perfect.
IGF version out. Dont worry, will add a lot more stuff. After all I am making
this game for myself, not for the IGF necessarily.
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8.28.2001
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Implemented code to stop the shell when y velocity reaches 0. The view
screen then centers on the shell as it falls down. This gives a much
nicer view of the explosion.
Added code to make sure explosion isnt hidden by any mountains.
Changed explosion particles to blended texture maps. Looks much better.
New version out.
Signed up for more bandwidth through Yahoo! Hopefully now my site wont get
maxed from people trying to play.
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8.27.2001
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Implemented funky bomb and super funky bomb. When the bomb hits the ground,
it shots several (5 for normal, 10 for super) shells up in the air in random
directions.
Fixed the bouncing shield. Should work now.
Fixed problem where going back to the main menu via "Escape" would sometimes
kill the blue tank.
Added new demo version. Two files, scorch3d_r.zip and scorch3d_d.zip. The first
one is the release version, second one the debug version. If the release gives
you trouble try the debug version.
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8.26.2001
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Implemented walls. There are 3 wall types, concrete, bounce and wrap-around.
Worked on web site. Added new demo version.
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8.25.2001
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Fixed clouds, Fixed water, Fixed sky being too dark.
Gave up on tank normals. Need to import a new model from 3d studio,
which requires learning 3d studio. Which requires time. Which I dont
have. Doh!
Made craters appear black (or scorched!).
Changed height damage to double damage. Making it more useful.
Future plans include learning multi-texturing so I can map black clouds
as shadows onto the landscape. Then when I am really cool I can try to
map the shadow onto the tank.
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8.24.2001
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Worked on sky again. Implemented a sky box with moving cloud level.
Unfortunately the clouds look a little 2D.
Fixed lightsource problem where landscape was getting too dark with
the clouds.
Becoming fixing Tank model's normals. Hopefully wont have these
problems when I start importing models from 3D-Studio.
FPS down to 35fps. Not sure why.
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8.23.2001
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Trying to implement cool sky like Ohad did in his demo at
http://ohad.visual-i.com/exper/exper.htm
He graciously allowed me to use his sky bitmaps.
Dan González Rodríguez allowed me to use his terrain bitmap. It makes
my landscape look amazing. His page is at http://www.arrakis.es/~danthalas/
Increased camera depth from 192 to 256. Frame rate dropped from 60 to
42.
Implemented Display Lists for Tanks, Shields and Explosions. Frame rate
up from 42 to 48 at 1024x768x16.
In window mode, I get the following resolutions:
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1600x1200x16
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40fps
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1024x768x16
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47fps
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800x600x16
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48fps
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In full screen all resolutions return 48fps. Wierd.
Unforutnately since this is a deformable landscape, I cant place it in
a display list. I expect that placing the landscape in a display list
would give over 100fps at all resolutions, but without deformation the
game looses alot of depth. This is a case of game depth vs terrain
detail depth :p.
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8.22.2001
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More performance oriented fixes. Fixing many double to float conversions
which should show some speedup. The game is running at a nice 60+fps at
all resolutions. Which is something I am still trying to fix.
Still have a problem with game movement speed at very high frame rates.
Also trying to work on a new algorithm for the terrain generation that
will generate a smooth looking landscape at a higher depth level.
Current depth level of 6 outputs 8192 triangles.
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8.21.2001
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Implemented new peformance oriented code.
Changing the math functions POW(x,2) to x*x has give me a 33% speedup from 24fps (at 1024x768x16) to 37fps.
Also implemented cos/sin tables to speed cos/sin calls.
Implemented assembly calls to grab a more accurate clock
cycle count. Also implemented code to figure out a users's
cpu speed.
Implemented new frame rate and speed limiter code. There
seems to be a bug in this since my game registers at 60fps
at both 1600x1200x32 and 800x600x16. It is perfectly smooth
at 1600x1200 though. Also the speed limiter code (which
works directly off the fps) seems to be in-accurate as the
game speed (not fps) slows down at high fps (170+).
Another issue with the new fps counter, my game claims its
drawing 16.2 million triangles a second when the theoretical
limits of my Geforce 1 DDR is 15.0 million triangles per
second. Whops. =)
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8.20.2001
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Implemented per-vertex lighting normals. The landscape looks
beautiful now. Now I should be able to have night missions,
dask, dawn, have explosions light up the landscape, etc...
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