Archive for the ‘Process’

We have guests from Oddcast

22.01.2008 Ivan Zykov

Thanks to this blog we got in touch with comrades from Oddcast, and in a middle of January, with no fear about -26 C’ (-14 F’) weather here, they flew from NY to meet us in person and to exchange some thoughts.

Oddcast is in virtual Flash-avatars business and they are very successful.

2 days past in a long conversations about technology, virtual worlds, avatars, markets and distribution. We also paid some attention to local places — ice town on a big square, russian restaurant with some good vodka, and so on.

Discussion

Dinner

Server-client integration work in progress

06.12.2007 Ivan Zykov

Secret screenshot:

screen_admin.gif

Alternativa3D 5

19.11.2007 Anton Volkov

After launching demo all engine disadvantages came up. Processor loading is not distributed well — say, we had 30-40% without any changes to scene, which in not a Good Thing. Also we had some too complicated optimization methods.

First of all (with thanks to your feedback) we decided to code perspective correction and to re-write “honest” Z-sorting with some new optimization tricks.

After all we managed to create new, 5th version of engine which will have different architecture (not changed since 2.0). It will suppurt multiply cameras, perspective, Z-sorting using BSP-trees. “Changes listeners system” is already implemented.

And sure, we’re also making engine-server integration.

Friday mood

05.10.2007 Ivan Zykov

In the depths of the office there is an “Alternativa Game” version for the people with luxuriant imagination.

bubbletest.jpg

Sketches, sketches…

03.09.2007 Ivan Zykov

City demo-scene sketches are in progress. This will help to find out logic and usability issues in territory design.
City demo-scene

Programming in pairs

29.08.2007 Ivan Zykov

Programmer’s tables are standing closer more and more, as we progress further.
progpic.jpg

Concerning game logo

03.08.2007 Ivan Zykov

At the beginning we all decided to choose something simple and re-usable, like Nike. No glamour, no metall highlights, no gothic elements.

We had a lots of signs, and each other was too simple. Then we gave up and stopped on this logo:
Предыдущий знак
Then registration process has began, and we decided to make some (read: everything) changes. We came up with this one:
Лого Альтернативы
Is is still in progress, but we have the basics anyway.

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