I know, this has been discussed already. But hopefully there will come more people to think about.
The main features would be:
- Dynamic lighting
- Dynamic and more fluent animation
- Zoom
- Simply looking cool ;)
- A game with 3D-graphics attracts more players
The negative things are:
- Higher demand of computer efficiency
- More complicate to create than 2D-sprites (compiling to game formats)
Any suggestions?
The main features would be:
- Dynamic lighting
- Dynamic and more fluent animation
- Zoom
- Simply looking cool ;)
- A game with 3D-graphics attracts more players
The negative things are:
- Higher demand of computer efficiency
- More complicate to create than 2D-sprites (compiling to game formats)
Any suggestions?
I'm currently working on support for 3D models. It's not yet in a working state, but I hope we can get the base content package to gradually phase out pre-rendered graphics once it's done.
We already need rotation of the objects for any turning-animation.
I ask, because so we neednt to modell all sides of a structure, so we can saving some polygons (and time oc)
Edit: Too late... :7
Edit: Too late... :7
Hmm, to turn the buildings a little so that they don't look all the same would actually be a nice feature. Because of Backface Culling, the polygons which face away from the camera are normally not drawn by (advanced) game engines. So if we use Ogre, I don't think this will be a problem.
If you turn the buildings, the projected entrance is at a different position.
How you self said: http://forum.openclonk.org/topic_show.pl?pid=143#pid143.
I dont think it is a problem to check if the Point is behind or not.
I dont think it is a problem to check if the Point is behind or not.
Obviously, the entrance will still be visible from the front.
Yes, but if the building is turned away from the view? I think this wont be possible?
I think the random rotation will be in a small range. (i think about -20 to +20)
If you rotate the building by script, you have to make sure you can still enter the building yourself; the engine won't rotate your buildings by a large amount (assuming, of course, that this feature makes it into the game).
We would need to be able to change the entrance location of a building via script as much as rotating the building on the Y-Axis via script, yes.
Why can't the engine transform the entrance vertices itself?
Oh, I don't know how much of the DefCore the Ogre model will eat up at the end. I hope as much as possible, actually. Isilkor and you are the specialists here as no one else has engaged himself with the possibilities of the Ogre format further up till now. :-)
There will probably some way to rotate the models programmatically so you can create some nice cutscenes/special effects.
>so you can create some nice cutscenes/special effects.
Examples?
Why don't use 2D-Vector-Graphics?
For lightning there could be simply a normal Texture.
That should speed up the rendering process a bit. ;)
For lightning there could be simply a normal Texture.
That should speed up the rendering process a bit. ;)
Hmm, a vector-normal-Texture? I think this has not been invented yet.
P.S: Ui, first anonymous post, hurray! ;D
P.S: Ui, first anonymous post, hurray! ;D
Low poly clonks. -.-
When a clonk throws a tera flint (only one) against a stone wall
and the explosion creates 20 rock objects.
One rock model has at least 42 vertices...
When a clonk throws a tera flint (only one) against a stone wall
and the explosion creates 20 rock objects.
One rock model has at least 42 vertices...
>One rock model has at least 42 vertices...
I think it can be less.
Vector Graphics with perspektive would be very hardcore...
>For lightning there could be simply a normal Texture.
Thats because there must be a normal map.
Bwah, but this requires shader support. :c
And another important question: which file format shall OpenClonk use?
I think for the negative things there are some solutions:
This depends most on your hardware and on the usage of the hardware, so you could...
...set the quality lower
...make smaller scenarios (maybe using something like load another scenario to get into another area of the actual scenario).
- More complicate to create than 2D-sprites (compiling to game formats)
Maybe a simple, easy to use editor could solve this problem, or we could give other people the ability to share for example 3D Models (without textures), Textures or whatever. Another possible way to make something look 3D is to use layers. I know this from Jazz Jackrabbit 2. This game uses 8 Layers. When the camera moves, the layers move with it. The Foreground layers will move faster, the background layers move slower. The base is the 4th layer, which is that where the player moves the character. I think this could be easy to realize.
> - Higher demand of computer efficiency
This depends most on your hardware and on the usage of the hardware, so you could...
...set the quality lower
...make smaller scenarios (maybe using something like load another scenario to get into another area of the actual scenario).
- More complicate to create than 2D-sprites (compiling to game formats)
Maybe a simple, easy to use editor could solve this problem, or we could give other people the ability to share for example 3D Models (without textures), Textures or whatever. Another possible way to make something look 3D is to use layers. I know this from Jazz Jackrabbit 2. This game uses 8 Layers. When the camera moves, the layers move with it. The Foreground layers will move faster, the background layers move slower. The base is the 4th layer, which is that where the player moves the character. I think this could be easy to realize.
I like the idea of 3d models inside the 2d world. It can enhance the experience in several ways:
better graphics
same gameplay if desired, new features if required
better animations
of course the real other side of medal is a general higher difficulty to create new graphics and animations. Anyway integrating them with some blender scripts as it was alerady starting to happening for CR it could become quite doable..and reallly cool :)
better graphics
same gameplay if desired, new features if required
better animations
of course the real other side of medal is a general higher difficulty to create new graphics and animations. Anyway integrating them with some blender scripts as it was alerady starting to happening for CR it could become quite doable..and reallly cool :)
When there would be 3-D models, whi9ch format would they be? Could be 2-D sprites used at the same time? And what kind of renderer/shading stuff, because there must be rendered a lot of objects at the same time.
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