GE Demo Videos And Pics
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With the level of unrestricted playground you have here none of those games can match it, so you’ve got your > unique < feature right there, to make it stand out in the crowd.
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Appreciate it. That is something I have been working on lately. I decided to go with 100 levels of every part of tech development, equipment development and other areas. Currently there is well over 2000 different commodities in the game thanks to procedural generation. I am currently working on making every station have an interior. With the help of my 2 main modellers it is becoming a reality. Hopefully Sol you will help keep this going but I know you are currently working on the Dominion game, more power to you though and congrats! I am still working on getting your earlier models textured and into the game.
At this point I’m trying to get all of the code cleaned up for the first beta release. I have about 80% of the code implemented into the engine for that phase of the game. Once it hits 100% I will start fleshing out the universe and start building the SP storyline experience. I still have a few areas to clean up such as optimizations to the deferred renderer and expanding the in-game editor to support property editing, plus a few other areas.
Thanks for the support, I am still working on building this behemoth and I don’t see it stopping even after the first release version. Already looking into having procedural star systems to completely fill the galaxy with systems so it may end up with 262144 systems to explore and control by the beta release.
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That’s looking really good. I’ve not been here in a while and from before, it’s great. Hope things continue to progress with it.
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I work on it almost every day so it is coming along nicely. Just got thru working on the AI once again, added in collision feelers (like antenna on an insect). This is due to that the AI is handled in another thread and doesn’t have direct access to the collision system. So the main thread has to do the collision test for it and leave the result in the model it is using. Seems to be working out well since they have pretty much stopped running into the scenery.
On a side note…
Some new models added to the game, click the image for a full size pic
Starport Dock by Fur Ball
Mjolnir by Sol Command
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Just to let you guys know, I have got back to work on the game engine. I took nearly a year long hiatus working on it due to a HD lockup and no money to work on it. I finally got the files back due to Seagate flashing the ROM and making it work again. Plus getting a job now allows me to purchase royalty free models, which means I can start fleshing out the content side. So this video is just the beginnings of the new start…
GE uses a deferred renderer so pushing out hundreds of lights isn’t a problem. This video is done using my new GTX 750Ti so I kicked it up to 60 fps, the older vids where on a GTX 250 which couldn’t handle more than 30 fps for all the models I threw at it. I will be adding a LOD system so that will be fixed, the custom model format already supports it, the models in the video are still using DX models, not the custom format (not added yet).
Click the Youtube button to watch it in full HD.
http://www.youtube.com/watch?v=4_qn4eB-RoE&list=UU9mbTI9wD74IDNSiHjbdQpA
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Various scenes in the game plus some more content bought from Arteria 3D.
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Looks seriously
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The Gameplay possibilities of the engine are great, taken in account that it is imaging what a space engine is missing - thinking of planetary quests, free movements, vehicles to reach spots, planetary and interplanetary economies bound to human and/or cpu controlled politics. A single solar system or just a planet can catch a player for weeks. After you land on an Asteroid you are walking to a station, buy a miner and start harvesting ore - putting it into a transporter, moving to a planet where you can refine and sell or build things. EVE, Second Life and a 3D shooter alltogether in space…
How do you plan the networking, mmorg, server cluster, single game?
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Well networking is done through a library I made a few years back. The MP part is still really basic, I only have one decent system to test on. Also I’m working on getting the SP side fully fleshed out so the networking will be a matter of plugging in the messages for each part. For the server, it works like FL, there is a lobby server where you chose which server you want to play on. Simply select it and connect.
There is also a dedicated mod folder so you don’t have to muck with the original INI files. I did get the 3D HP editor up and running last night as well. Will be moving the code over for the custom model format soon into the game engine, the main reason is that it supports LODs. It already works fine in the editor.
Since I just moved up to a GTX 750Ti I will most likely implement a DX 11 render system. I bought a shader design tool from ShaderTool.com so testing the shaders will be fairly easy.
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Looks good so far. Good job.
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2017, I finally got back to working on the game engine after a major hardware crash (actually 3 hardware crashes), read the description for who helped get me back up and running, it is a long-time FL fan
https://www.youtube.com/watch?v=Z8DujnCM30M&lc=z22vu3cwjvupxvoo504t1aokgr331y10jalyqifo3dbqbk0h00410
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Howdy, I have been lurking around here once in a while. Been playing around with some graphic post FX a bit to relearn HLSL. The other main focus has been getting a pipeline from MakeHuman into the game engine. Finally got a working solution just last week, which you saw in the video as Amy. Anyways, you guys keep up the good work on FL!