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Humble Bee Island #103577
12/22/06 18:11
12/22/06 18:11
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Heya folks
Here is our newest work in progress, its about being an humble bee on a nice little island.

















what we have done so far:
- player-modell (without animations yet)
- basic level-design
- basic flight control
- basic camera-script
- multi-texture terrain-shader
- added plants

things left to do:
- add grass-shader
- add bloom-shader
- fur-shader for the humble-bumble-bee
- extend terrain to an whole island
- replace water-shader
- better skycube
- animations
- menu
- lens-flare
- Multiplayer LAN (deathmatch with bombs, missiles etc.)
- Missions (Fly trough bonus-gates, time attack etc.)

A demo will follow soon.
What do you think so far? Comments and critics are mostly welcome.

cheers and merry x-mas

Zwecklos & Sinnlos

Last edited by zwecklos; 12/22/06 18:32.
Re: Humble Bee Island [Re: zwecklos] #103578
12/22/06 18:14
12/22/06 18:14
Joined: Jul 2006
Posts: 511
Germany,NRW
KMS Offline
User
KMS  Offline
User

Joined: Jul 2006
Posts: 511
Germany,NRW
very,very nice pictures!


You need full animated lowpoly-fishes?Look at
http://www.projekt-3d.de/pages/shop2pag.html
Re: Humble Bee Island [Re: zwecklos] #103579
12/22/06 18:15
12/22/06 18:15
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
is humble suppose to be a word joke or do you mean "bumble bee"?

but the screenshots are nice i can see you use your same rendering techniques like in the othe rporject (backed textures, etc)

Hope to see more soon


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Humble Bee Island [Re: Captain_Kiyaku] #103580
12/22/06 18:18
12/22/06 18:18
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
I especially like the house... very nice job!!
keep it up!
looking forward to that demo!!


~"I never let school interfere with my education"~
-Mark Twain
Re: Humble Bee Island [Re: Captain_Kiyaku] #103581
12/22/06 18:28
12/22/06 18:28
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Quote:

is humble suppose to be a word joke or do you mean "bumble bee"?




Indeed, we ment bumble-bee not humble-bee...
Oh my God our english sucks terribly!

cheers

PS: YaaY my 100th post

Re: Humble Bee Island [Re: zwecklos] #103582
12/22/06 18:32
12/22/06 18:32
Joined: Jan 2004
Posts: 439
G
Gamesaint762 Offline
Senior Member
Gamesaint762  Offline
Senior Member
G

Joined: Jan 2004
Posts: 439
Excellent Job on the terrain, you have some nice cuts in there. House model looks great. Would love to know what shader you use for the water. Looks like its well on its way to being a fun little game. GS out.

Re: Humble Bee Island [Re: Gamesaint762] #103583
12/22/06 18:46
12/22/06 18:46
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Quote:

Would love to know what shader you use for the water.




Its the mirror-effect of the A6 Pro-Version. It looks very nice but it kills the fps, because of that we are going to use a water-shader.

cheers

Re: Humble Bee Island [Re: zwecklos] #103584
12/22/06 19:55
12/22/06 19:55
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Looks good, but you should make your terrain texture mipmaps less blurry and use anisotrophic filtering. The rest looks really nice.

Re: Humble Bee Island [Re: zwecklos] #103585
12/22/06 20:05
12/22/06 20:05
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
Member
sinnlos  Offline
Member

Joined: Sep 2005
Posts: 235
Switzerland - Zurich
we are still thinking about the water shader issue.

why does the A6 Pro-mirror ability use so much performance?
is it maybe related to the high entity-count (ca. 600)?
is there a difference about two or three models with 50k polys or 200-300 models with 50k polys altogether?

we are planning to upgrade to 6.5 to use the built-in water shader. but not sure about that. anyone got experiences on that shader? does it use cubemaps as reflection or does it also reflect models?

or are there any other suggestions, we are really open to every idea.

cheers

Re: Humble Bee Island [Re: sinnlos] #103586
12/22/06 22:15
12/22/06 22:15
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Yes to both.

The water shader is slow because the scene is rendered twice, first from the waters point of view, then from the camera with the first render used as texture of the water surface.

The entity count also matters, more entities is slower, even if the total amount of polies in the scene is the same. Try batching the grass sprites and such.

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