Vortex Terrain Model

First of all: My class that loads objects from file is working now! v0.6 is able to load vertexes and put them into buffer! Great success!

I was thinking about topic for Games Engineering module. There are plenty ideas in my head of what I can create,

but last idea seems to be a challenge – Simple Vortex Terrain model (little bit similar to the one in minecraft) that will allow player to have ultimate power to change things on it – not sure what that will be exactly but, I am pretty sure player will be able to make “holes” in a ground, caves, flood, destroy object and create craters,

well I see the future for that kind of map for RTS games..

I need to make research and design data structure for vortex terrain – but I am sure that’s “doable”

Game Engine C++ – Overview

Lately I have started developing Game Engine for my Game Architecture Module at University.
It is C++/DirectX (at the moment it is directX 10 with HLSL but in the future it will be kinda smart and will detect what DirectX can be lunched on PC in future maybe OpenGL as well – we’ll see.)

Target for this project is to create basic but flexible and easy to extend RTS game  engine.

To present features of engine on every milestone I’ll publish release, and a code for it because I guess putting code in a post may be kinda messy. However some simple methods or smart ideas I ll post ;).

The engine is designed in a way that extending should be fairly easy.

Current features:

  • Starting Windows’ window
  • Creation DirectX device
  • Loading/Processing Vertex and Pixel shader file
  • very simple camera
  • very basic  input handler
  • model class
  • simple shader debuger
  • error handling

Milestone 1 (01/02/2011)

Working 3D environment – Terrain

  • height map – loaded from file
  • lighting
  • sky box
  • multi-textures
  • blending
  • water
  • loading object from graphics programs

    Milestone 2 (01/03/2011)

    Object system

    • Collision Detection
    • Picking elements and movement
    • Basic AI
    • Placing object on the map
    • Simple Game Logic – building units, balance

    Interface

    • Simple 2D interface

    Milestone 3 (01/04/2011)

    Working Scripting System

    • LUA scripting language implementation

    Milestone 4 (01/05/2011)

    • networking?
    • I bet I ll find something

    Release (02/05/2011)

    • Well documentation and tutorial
    • Party!

    This is just draft probably this days will change eventually however I will be aiming in release date which is be totally accident a day of my birthday 🙂

    Today I am putting a Debug release of Engine – it is really deep alpha and it works only on pc’s with DirectX 10 or later. (Vista or 7)

    Version 0.2 – this version is rendering green triangle on a screen to make that it uses shaders, basic input class manage to close program when escape button is being pressed.

    Last Weekend before Christmas Issue

    was really lazy.. cup of tea book.. couple episodes of friends – honestly I need to get internet at my place.. I am so out of good movies..

    Amazon and other online based shops keep spamming great deals for useless stuff for Christmas.

    Next week gift hunting will start.. I ll track it, I ll hunt it down..
    The perspective of new xBox360 is great but I think it needs to wait until new year.. :S well.. I ll get it at some point.

    the book.. I am reading great one. Game Coding Complete 3rd Edition.

    Well I am not about to make a good revision of the book but “mr Mike” know how to explain.

    This is good position to have on the shelf.

    I have started to creating C++/DirectX game framework but to be honest I can’t decide which DirectX should I use. I am using 9 because Napier teaches this one, but in my personal opinion.. why are they learning old stuff? New DirectX API has been changed.. so in fact this is pointless.. well not really pointless but.. if I learn 9 one I will have learn to new one as well.. I think that’s just waste of time.

    I will share the simple structure of “Engine” when I ll reach first milestone.. some object in 3D – yeah box.. so what! I bet it will be  Tuesday or Wednesday.. finger crossed.. and yes it will be DirectX9 but I ll prepare alternative version for DirectX11 by end of the year.. I hope.

    Day 2: multi texture, grid, interface


    Daily update, what have I achieved last night:

    • adding more than one texture to high map
    • grid on future water level
    • 2d text over 3d scene – interface/debug

    My 1 milestone is almost reached – only two things left: smooth transition between textures and animated water with reflection. Once I have that I will publish application and sample code.

    that should be done by end of the week, however Software Development 3 coursework deadline if 3rd Dec and I haven’t done anything yet.

    finger crossed,
    Continue reading “Day 2: multi texture, grid, interface”

    Some Crazy XNA 4.0 terrain stuff

    Last night I was learning XNA 4.0 – framework – runtime environment with set of tools provided by Microsoft, language C# “platform crossing” – well it can run on Xbox 360 and tune.. and well Windows mobile, that suppose to make game development easier.. well it does.. I am actually surprised how well language and framework is designed.

    Coding is simple, quick and we can see effect.. not like C++ – which in fact I do love – and one day I will be master in it! – one day, one day I say!

    Tonight’s question: Is C# better language to learn?