Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Wednesday, January 5, 2011

More 3D android stuff - animated models

Ok I have barely been home in the past couple of weeks so couldn't work on this little android 3D engine side project much, but here's an example of my animation class so far:

http://www.youtube.com/watch?v=MTh6nbvCcZg

Uses Hierarchy type animation, as opposed to the skeletal animation in the PC 3D stuff I've been doing. Imagine each section of the model being devoted to one and only one bone instead of 4 bone weights per vertex, I figure this is the lowest cost on the hardware since I'm not sure how much I can push the android. The next step I guess would be to either use softskinning via direct vertex pos interpolation between keyframes, or bones with 1 or 2 weights per vertex.

This is all done with OpenGL in Java.

Each little section of the model can also have a unique material property which I guess I'll have to showcase next, but I need to get my hands on a real android so I can take video that isn't so choppy. Emulation sucks.

Sunday, November 21, 2010

LittleBigPlanet 2 - Dungeon Crawler concept

Well folks, here's more from me in LBP2: http://www.youtube.com/watch?v=SmzE2VcOsgI

This uses similar concepts to my pseudo-3D raycaster except the 3D illusion is even more fake and you're restricted to moving in sort of "tiles" and can only turn in 90 degree angles.

Those restrictions make it easy to make some detail though, in this sample I have 3 unique "corridor" tiles, corner tiles, and a "dead end" tile. Also a "Monster".

I'm thinking of making this into a full fledged game complete with mazes, doors you can unlock with keys, and of course monsters. Also need to improve the rendering process slightly. It only uses about a single notch on the thermometer so it has plenty of room for variety!

The main differences between this and my other ray caster are that this launches a single ray outwards and while it does stop when it hits a wall, it also reads every grid tile it hits before it gets there - the other ray caster is not bound to a grid and only reads up to a wall. I will provide a very in-depth series of videos about both systems, including the full theory and implementation through the next couple of weeks.

But in short, for each level of distance there is a slice on the display, that is why it has this gridlocked sort of appearance. A very necessary limitation to achieve the cool textures. Which are at the moment just cheated with stickers, as indicated by their low resolution and the beta info text in the bottom corner of each slice. Higher quality art can be done by manually drawing with holo material.

Friday, January 22, 2010

Killer Pineapples! Foof Engine turret ish functionality...


It's been a few days since I've updated hasn't it? Well, here are a few tasty new updates: Yes, you see right. That's a killer pineapple!

So what's new here? Well, I added some functionality for one object ot be able to track another. And what else can be more perfect to test than than pineapple turrets? NOTHING!

I also made it so the little meaty gibs leave a bloodstain on the ground when they hit it. Nothing major, no new functionality there engine-wise, just kind of cool.

VIDEO HERE : http://www.youtube.com/watch?v=WRvHW3LsDZ0

Saturday, January 9, 2010

Foof Engine: But what about bullet holes!?!?!?!?

Ok I know what you're thinking. Foofles, your game is awesome but the world is completely devoid of anything.

So I created a 3D map format and the export plugin for it for 3DS Max. And with my ultimate skill, I make a very basic map and show collision with the fireballs (and consequently anything else) with the map. It boils down to a sphere vs triangle check, but the faces and parts of the map are seperated into a tree (not really an octree... but something like it) to quickly discard things. It's not perfect yet but so far so good.

The bullet holes right now are a quad that gets placed where the collision took place, and sort of orients itself in the direction of the surface. Again, not perfect. Working on a better decal system.
VIDEO: http://www.youtube.com/watch?v=9y4038vAAs8

Foof Engine: EXPLOSION! FIREBALLS! Bananas Blowing up YEAH!!


Like I said, I promised AWESOMENESS and it shall be delivered. Here we have all sorts of things going on... animated "fireball" ish thing projectiles being shot out of the camera. Cool! They hit things and it blows up! COOLER! GIBS?!?! AWESOME!.. Yes gaze in AWE as each animated character explodes in a brilliant display of BOLOGNA CHUNKS.

Video here: http://www.youtube.com/watch?v=cWCvGxz1GaU

I know, this is the dumbest gib implementation ever. But whatever! IT works! Collision is really basic. We're talking sphere-sphere, sphere-cylinder.

Foof Engine: Mounting / Child objects

In Foof Engine, every physical object in the scene can have children. These children can be bound to specific bones in the parent, so this can enable things like mounting weapons to hands and what not. The bone-bound children get their positions updated when the parent is animated.

Physical objects include all meshes, billboards, lights, cameras, etc.

LInk to video here: http://www.youtube.com/watch?v=CplWtqgdig0

Spotlights and shadows in Foof Engine


I also have working spotlights and shadows, and alpha clipped objects cast shadows correctly! check it out! This is pretty basic stuff, video : http://www.youtube.com/watch?v=4tu2PL4u474

Flying colored lights and dancing bananas!


What's not to love?! So anyway, in this extremely basic build of my engine I show how it can handle tons of dynamic lights at a time, there are hundreds of billboards with lights attached to them all flying around and being lit in post process via that deferred rendering I mentioned. I have animated textures working too! Cool, isn't it?!

Video! - http://www.youtube.com/watch?v=QYm80D0v_zc