Category: Programming

08/31/06

Permalink 09:55:32 pm, by Glen Email , 44 words, 650 views   English (CA)
Categories: Programming

Editor and Client looking great

It's been a lot of fun and a lot of hard work, but the editor and client are now working well, and as such, I thought I'd post up some interesting pics of some cool particles and a scene with some people. Enjoy :) Glen



08/24/06

Permalink 10:49:41 pm, by Simon, 462 words, 1493 views   English (CA)
Categories: Programming

On Delivering Educational HTML Content To and From the Client and The Editor:

The Editor:
Having users be able to call up HTML content from selected objects allows them to quickly access information on the objects they are currently editing and manipulating.

The editor is a wxWidgets application and therefore has access to the wxHtmlWindow. This allows the loading and viewing of HTML pages, in a window inside the project. If this were to be implemented, I would suggest the pages exist on the local drive, and not be accessed via http protocol. The wxHtmlWindow is not a full blown web browser, so viewing custom HTML pages would guarantee it would work.

However, the editor is a windowed application and it would be very easy for a user to switch between and a web browser. There for a button that send a URL to a web browser could easily be preferable. This would allow linking to actual online information, such as the wiki, using an interface which the user is much more familiar with (IE, Firefox, etc.).

Either way, adding web pages, URLs, and web browsers, add some implications for the game engine. Information should be specified in a objects script (so every instance of Totem Poll A provides the same information), and this level of scripting is still a ways away.

The Game Client:
In order for the game client will required two important features to allow object specific content. First, there must be some form of interaction with the object besides basic collision. Second, there must be the required scripting API called for something to happen upon this interaction. Once these two components exits a whole world of possibilities open up.

A Well Organized Web Page:
By far the most piratical approach to linking online content with the current version of Ancient Spaces would be for an academic to provide web content in a well organized and highly graphical manner which reflects their respective Ancient Spaces content. This could include screen shots from the game or editor. Students would then be easily able to locate information on the site associated with a specific object. The information on the site can also give guides to where to find the object in the 3D world.

Loading the Client from other Sources:
It may be possible for command line arguments to be passed to future versions of the client, so that the user starts at a specific location, viewing a specific object. For example a user could open a prepared version of the client and be jumped right to a specific totem pole. However, much of the strength of the game client is that is immerses the user in an entire world, and a “jump to object” feature will cause the location and positioning of an object to loose significance.

Simon,
Second Additional Assistant Interface Director

08/23/06

Permalink 01:52:08 pm, by Glen Email , 216 words, 952 views   English (CA)
Categories: Programming

Client and Collision detection

I have been working on the client side of things for a while now, and I finally have some pretty pictures to put up. Currently I am working on making collision detection work, I am using the OgreOpcode library (a wrapper around OpCode which is used with the well known ODE) to try and program in some collision detection for the client. A lot more work will be needed to make collsion actions have the proper effects, but this a certainly a great start

I have set up a visualization for the collision triangles so you can kind of see what is going on and I am only using one object here (an early version of Matt's Machu Pichu, as it is quite a large model and very suitable for this test).
Note: There are no lights to make it pretty, this is JUST A TEST

!Also, please note these images are from the debug version which is why the frame rate shown is so low, the last image shows the release without drawing the collision stuff and the framerate there is quite high (200% higher than DEBUG). Considering the large model being broken down for collision detection it performs very well :)

A quick shot of the GUI while in play

A shot of the Release version

08/09/06

Permalink 06:52:19 pm, by Dieter Email , 158 words, 164 views   English (CA)
Categories: Programming

Refactorizatificationismness

The work on serialization uncovered some issues with our previous design which needed to be refactored. So very painfully, Simon and I have been struggling with refactoring the engine so that there is no transfer of ownership with any Scene Elements. That turned out to have major ramifications on the way various other parts of the system worked with elements, so pages and pages of code had to be ripped up and basically rewritten. Although we encountered a few new problems and probably introduced a few new bugs, we crushed a whole slew of bugs during this process. A particularly conspicous one was that there remained residual light when a light element was deleted. It turned out to be another one of those subtle one-liners which take forever to find and no time to fix.

Following this, Simon recommended a one-line addition to the code which implements my first new functionality in a solid week: File -> New. :D

08/01/06

Permalink 02:22:11 pm, by Simon, 204 words, 201 views   English (CA)
Categories: Programming

New features

So the last few work days seem to have resulted in a lot of cool thing getting accomplished.

Cool thing number A: Orthographic View
Orthographic tool is a very useful tool for arranging items in 3D space. In orthographic view instead of viewing objects in perspective, you see a flat projection on a plane. The effect of this is that you see everything with absolutely no depth perception. The strange thing about OGRE's orthographic view mode, is that the orthographic projection is projected onto the near clipping plane, which means in orthographic view mode you change your zoom by changing you clipping distance.
ortho

Cool thing number B: Particles
Particle Systems let you do lots of fun things such as rain, fire, smoke, and water fountains. Check out Glen's post for a picture of a smokey longhouse.

Cool thing number C: Global Scene Properties
Global scene properties are properties that apply to the entire scene instead of a single object. Properties such as ambient lighting or terrain information are included in the global properties. As of right now only the ambient light color, and background color are changeable, but soon skybox and terrain options will be included.

That is all for now,
-Simon
Orthographic Grandmaster

:: Next Page >>

Ancient Spaces Blog

| Next >

September 2010
Sun Mon Tue Wed Thu Fri Sat
<< <     
      1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30    

Search

Misc

XML Feeds

What is RSS?

Who's Online?

  • Guest Users: 16

powered by
b2evolution