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Author Topic: work in progress...  (Read 4120 times)

« on: June 25, 2010, 02:27:05 PM »
A new game I am working on.
It will be a racining game with mouses with dwarfs as riders. The mouses will collect cheese and potions to make them faster. Just a basic racing game.

How do I change the texture that it does not blurr after 1-2 meters?
I imported the grass as 1 skinmesh file (containing 2000 grass leaves). Is it better tu use imposters?
« Last Edit: June 25, 2010, 02:30:41 PM by Daniel Cremers »
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #1 on: June 25, 2010, 02:36:47 PM »
set mipmap to 1, i think that would fix the blur problem

looks pretty good so far
« Last Edit: June 25, 2010, 02:53:04 PM by Dart »

Currently using 7.22
« Reply #2 on: June 25, 2010, 02:55:12 PM »
if you use imposters and dont use any function to hide those out of camera framerate will die in heart beat.

graphics looks nice.
small mouse thought, or pretty giant vegetation.
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« Reply #3 on: June 25, 2010, 03:14:25 PM »
Looks good Daniel. :)

Quote
if you use imposters and dont use any function to hide those out of camera framerate will die in heart beat.
I'm successfully using such functions, but it all depends how many checks you need to do.
Checking 2000 imposter locations might be abit many for a ..for loop.. runtime check on some systems.
« Last Edit: June 25, 2010, 03:30:37 PM by shadmar »
« Reply #4 on: June 25, 2010, 04:03:52 PM »
that looks like a intresting game, you could also place some mousetraps in the way  ;D
I think only imposter's will slow down the game. Some time ago i tried to create a terrain with some grass nodes and it was a lot faster with some big nodes instead of hundreds small ones. You have to find a good balance with biggest possible nodes but hiding the most objects that aren't in the scene.
« Reply #5 on: June 25, 2010, 07:53:04 PM »
Great concept  ;)
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« Reply #6 on: June 25, 2010, 08:37:46 PM »
Forgive me Daniel, but my silly imagination sometimes just gets all warped.
A competing team can be Snow White riding a cat. The cat chases the mice and munches them, and Snow White enslaves the dwarfs. They wont need power-ups with that behind them :P
« Reply #7 on: June 25, 2010, 08:39:45 PM »
Yes! Mouse traps!! I love it ;D and next to that, make some sticky traps that slow the mouse down. And....
some cats too :o

Edit: or yea, what jestermon said CATS ;D
« Last Edit: June 25, 2010, 08:41:24 PM by Rush3Fan »
« Reply #8 on: June 26, 2010, 08:31:45 AM »
Needs to be a non-violent game. Btw the Mip-map helped. I will also make some mip-maps for the dds textures.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #9 on: June 26, 2010, 08:33:12 AM »
sort of looks like the feild mouse my cat ate two days ago.....
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« Reply #10 on: June 26, 2010, 09:08:11 AM »
Using 3D Rad v7.10, Windows 7 / Arch Linux, AMD Sempron 2.1GHz, ATI Radeon HD 3200.

Advanced Script Editor for 3D Rad (v3.0.2)
« Reply #11 on: June 26, 2010, 11:46:41 AM »
looks awesome daniel :)
« Reply #12 on: June 26, 2010, 03:07:55 PM »
I asked fernando about imposters vs many items in a single skinmesh a while back. He said a single skinmesh (assuming it repeats a single texture).

No more racing games pleaseeeee
« Reply #13 on: June 26, 2010, 11:26:18 PM »
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
« Reply #14 on: June 27, 2010, 12:56:09 AM »
Quote
I asked fernando about imposters vs many items in a single skinmesh a while back. He said a single skinmesh (assuming it repeats a single texture).
Quote
I think only imposter's will slow down the game. Some time ago i tried to create a terrain with some grass nodes and it was a lot faster with some big nodes instead of hundreds small ones. You have to find a good balance with biggest possible nodes but hiding the most objects that aren't in the scene.

Yes I totally agree if your scene is just holding 500 trees or 500 buldings or the totaly poly count does not exceed x polygons. It's a balance of polygons vs draw calls, always is. What's better / faster or not is really scene dependant.
3dRad really has no or very little of a scene manager except for draw distance and it actually seem to cull particles when not in view. Leadwerks uses a quadtree for terrain and frustrum culls objects, Unity uses frustrum culling etc. It's quite common. Using quad/octree/ktrees/BSP for manage scenes is suppose to be fast.
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