Archive for July, 2007

Real Z-sorting

08.07.2007 Anton Volkov

The first results with real Z-sorting are received. Geometry comparison of each poly and forming of hierarchy “who behind whom” is applied for this purpose. We have done some optimizations, but it is now clear, that the real sorting is slower than a sorting on averages Z. Other question — on how much?

Surface sorting Deck sorting Cube sorting Bounding map optimization Stress-test Quad focus blur Particle focus blur

Landscape

04.07.2007 Anton Volkov

Landscape is a unique 3D-object. It doesn’t have size or ends. It is very important for the game to load only viewable portion of the ground. Landscape is also not static - it can be changed during the game. So we began with landscape editor (it is a base for world 3D-editor).

First version:

Редактор ландшафта

Keys:

  • Mouse — rotates camera. With Shift — third axis rotation.
  • Wheel — zoom.
  • T/B/L/R — change view
  • F4 — aditmesh mode
    • You can move points and the are auto-welding (this may have some bugs).
    • Drag/click+Ctrl — divide:
      • On a polygon — divide polygon.
      • On the edge — divide edge.
    • Drag+Alt — creates new polygon from existing.
    • S — snap (not good yet).

(more…)

Driving a car

02.07.2007 Vladimir Babushkin

Players use mouse to control the game. It is impossible to send mouse coordinates real-time because of traffic, so we have to pick control points in a click and go manner.

It is easy with avatars but more complex with cars. Here is a try mo code click and drive mechanism.

Car

Steering system has some restrictions so sometimes it is not possible to get to the exact place.

Retrospective

01.07.2007 Ivan Zykov

here are some screens and pics made at the end of 2006 - beginning 2007.

You can see first engine experiments, avatar animation system, GUI prototypes etc.

Песок
Sand tex
Трава
Grass tex
Пробный 3D-дом
Simple 3D-house
Случайным образом сгенерированная карта ячеек и управляемый стрелками шарик. Стенки, которые закрывали шарик, затенялись
Randomly generated cell map and arrows-guided ball. Walls that cover the
ball were shadowed
Первые 3D-полигоны
First 3D-polygons
Анимирование скелета персонажа
Sceleton animation
Текстура ячеек асфальта
Concrete textures
Прототип прилипающих окон
GUI prototype
Текстура ячеек камней и попытка отрисовать стены
Stones tex and some walls
Пример интерфейсных элементов
Window example
Подгрузка ячеек и попытка сделать освещение
Loaded cells and lighting experiments
Прототип интерфейса
GUI prototype
Тест на ускорение движения больших графических слоёв с помощью cacheAsBitmap
Speedtest using cacheAsBitmap
Механизм интерполяции заливки полигонов по яркости точек
Edge fill interpolation using points lightness
3D-ландшафт с освещением и высото-зависимой текстурой. Динамически меняются высоты.
3D-landscape with lighting and height map-tex. Heights change dynamically.
Пробные 3D-трансформации точек
3D-points transformation test
Проба анимации персонажей
Animation tests
Текстура ячеек асфальта
Concrete cells tex
Спрайт - мусорный бак
Trashbox sprite
Спрайты интерфейсных элементов
SOme interface sprites
Спрайт - урна
One more trashbox sprite