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
Assorted discussions about everyone's favorite PS3 video games, including LittleBigPlanet, my own programming projects, my music and more!
Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts
Saturday, January 9, 2010
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.
Labels:
3D,
3D engine,
deferred rendering,
DirectX 10,
foof,
Foofles,
Game,
programming,
real time graphics,
windows
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
Physical objects include all meshes, billboards, lights, cameras, etc.
LInk to video here: http://www.youtube.com/watch?v=CplWtqgdig0
Labels:
3D,
3D engine,
deferred rendering,
DirectX 10,
foof,
Foofles,
Game,
programming,
real time graphics,
windows
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
Labels:
3D,
3D engine,
deferred rendering,
DirectX 10,
foof,
Foofles,
Game,
programming,
real time graphics,
windows
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
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