D.A.E.M.O.N. Programming Blog
Sunday, 07.02.10
Upgrading Ogre / Unnamed Zombie Project
Well, for those that know, the unnamed zombie project is using Ogre3d, 1.6.5, however, today, I began the vast change of upgrading to Ogre3d 1.7.0 from the trunk release. This is a huge change to the entire system, as CEGUI isn't part of Ogre3d anymore, I'll have to compile yet another middleware dependancy into the mix. Not really a big issue, but its just one more task to add to the overwhelming list.
In anycase, with the upgrade to Ogre3d 1.7.0, I will be able to completely replace the current terrain system and replace it with a much better one, the Ogre1.7 terrain system infact.
It by nature is better then our existing one, not to mention it pages properly, which will be a *HUGE* save on memory allocations down the road.
Other changes that are coming with my next update, (it will have a nice new video as well). I am replacing the current sky system with that of SkyX, its from the creators of Hydrax, which is the water engine we are using, they work with each other, which obviously, our current system doesn't work well with the water. So thats a change to enjoy/expect in the next week or two.
Also, I'll be adding some perlin noise additions to terrain generation, so the level editor can literally create beautiful terrain, raised/lowered properly, for hundreds of thousands of KM's (the program's sizing system for terrain management) What this means is in the long-run, instead of dynamically creating everything ourselves, we can just tell the noise generator to do it, and it can create a seemless world, which interacts with our water module to create oceans, lakes, streams, the works, just by how it will automatically size things. Then all we have to do, is texture-splat the terrain the way we want it to look, and raise/lower sections that we want. This creates a realistic view on the world. For those who are still confused, I recommend you google 'Perlin Noise Generation' to find out what I am talking about.
Other additions/changes to come is the playtest mode, (which should be in the next video) where you will see the player interact with the environment, enjoy the physics, pickup objects/drop them, push things around, and of course, just plainly wander.
Also, A whole game layout has been devised, and can be expected to be talked about soon, but for now, its my little secret. But needless to say, the way the gameplay is going to interact in openworld and closed area's is definately going to be a defining factor in the whole way the game is interpreted by the masses. Whether it is received in a positive or negative manner is yet to be seen, but I bet it'll be quite well received.
Anyways, this rant is gone on far too long.
In anycase, with the upgrade to Ogre3d 1.7.0, I will be able to completely replace the current terrain system and replace it with a much better one, the Ogre1.7 terrain system infact.
It by nature is better then our existing one, not to mention it pages properly, which will be a *HUGE* save on memory allocations down the road.
Other changes that are coming with my next update, (it will have a nice new video as well). I am replacing the current sky system with that of SkyX, its from the creators of Hydrax, which is the water engine we are using, they work with each other, which obviously, our current system doesn't work well with the water. So thats a change to enjoy/expect in the next week or two.
Also, I'll be adding some perlin noise additions to terrain generation, so the level editor can literally create beautiful terrain, raised/lowered properly, for hundreds of thousands of KM's (the program's sizing system for terrain management) What this means is in the long-run, instead of dynamically creating everything ourselves, we can just tell the noise generator to do it, and it can create a seemless world, which interacts with our water module to create oceans, lakes, streams, the works, just by how it will automatically size things. Then all we have to do, is texture-splat the terrain the way we want it to look, and raise/lower sections that we want. This creates a realistic view on the world. For those who are still confused, I recommend you google 'Perlin Noise Generation' to find out what I am talking about.
Other additions/changes to come is the playtest mode, (which should be in the next video) where you will see the player interact with the environment, enjoy the physics, pickup objects/drop them, push things around, and of course, just plainly wander.
Also, A whole game layout has been devised, and can be expected to be talked about soon, but for now, its my little secret. But needless to say, the way the gameplay is going to interact in openworld and closed area's is definately going to be a defining factor in the whole way the game is interpreted by the masses. Whether it is received in a positive or negative manner is yet to be seen, but I bet it'll be quite well received.
Anyways, this rant is gone on far too long.
Friday, 29.01.10
Watery Goodness!
I've been spending allot of time working lately on the game engine, and I began realizing something, I've spent all my time focusing on terrain, sure, I've tinkered with water and objects before, but nothing really serious.
So, without any more hesitation, I present the latest video from the editor. I bet it'll turn a head or two.
Enjoy people.
So, without any more hesitation, I present the latest video from the editor. I bet it'll turn a head or two.
Enjoy people.
Sunday, 24.01.10
New Video's Ahoy!
Presenting the new video's for the Unnamed Zombie Project
Friday, 22.01.10
Welcome!
Welcome to the blog.
Below is a video of my Unnamed Zombie Game Project. Its alittle old compared to the new vids, but those will come in due time!
Below is a video of my Unnamed Zombie Game Project. Its alittle old compared to the new vids, but those will come in due time!
14:47:34 -





