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Some recent topics started on our forums |
Yet another indie mmorpg
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This is yet another indie MMORPG. We are inspired by Ethernal Lands.
Our team includes 2 programmers, including me, and 1 artist assigned to 3D models and textures.
The total time we spent in development is about 3 months. We are using Blender... |
Posted September 26, 2005 11:09:57 AM
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Some recent replies made on our forums |
Yet another indie mmorpg
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Quote:wow thats some great art work good job
Yeah, our artist always trying to do his best, since he is kinda team evangelist.
Quote:But, is it only me or are the proportions of the house and the model / sprite quite weird? The character s... |
Posted October 13, 2005 4:06:54 AM
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Yet another indie mmorpg
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Thank you all for positive feedback.
Quote:Original post by dande
Wow, very nice! Will you implement an AI system, or there will be no NPCs? Love to see some villager NPCs, okay, I know I am crazy, but I am somewhy like AI systems and their imple... |
Posted September 28, 2005 5:05:59 AM
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Rendering meshes efficiently
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Your scheme will bring you to what you want, i.e. sorting by object/texture/vb.
I would say, this will work okay for __relatively__ small scenes (I don't mean realy small), if your objects will get properly culled.
Unfortunately, it won't satisf... |
Posted September 27, 2005 8:35:32 AM
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bitstreams and bit packing fun
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I'm wondering why don't you want to use byte-aligned structures, can be done with #pragma pack(...).
i.e.
#pragma pack(1)
typedef struct {
int ...
uint ...
uchar ...
} t_somestruct;
#prama pack(your preferred alignment)
Late... |
Posted August 29, 2005 11:50:06 AM
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Chess Server
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(2)
Use tcp/ip as it guarantees correct packet transmission and ordering.
Make a class that will serve as a connection router. I.e. it will be in the main thread and will listen to a given socket on a given port. Anytime it sees a connection... |
Posted August 29, 2005 11:41:01 AM
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Server design
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It depends on what game you are creating. If you are wondering how collisions are done, then go take a look at WoW and/or Lineage2. Characters even don't get checked for collisions between themselves. May be I'm wrong, but as it seems to me, bot... |
Posted August 29, 2005 11:20:59 AM
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adding a physics engine...
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Okay, I probably jumped too far from a beginner's experience.
IGameObject is an abstract interface for all game objects. It must have enough members to satisfy the Game module (you call it Main).
At least, you can determine what your game ne... |
Posted August 25, 2005 12:31:01 PM
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adding a physics engine...
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I believe you should separate your physics engine from your rendering engine.
I would then think of a pong ball like it contains from following entities:
1. Renderable entity
2. Physic part entity
When going farther to game logic... |
Posted August 25, 2005 11:24:37 AM
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render state system
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I had to reinvent the weil with this. My renderer does not depend on scene graph or anything else that can serve in the same manner.
Every entity has its 32 bit wide (it can be 64) number:
0-11 bits = Material ID
12-22 bits = Rende... |
Posted August 25, 2005 7:27:21 AM
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3D Terrain Engine
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Hello. Try to read this paper: http://www.drizzle.com/~scottb/gdc/
Of course, you wouldn't be able to implement it at best, but you'll get a grasp on your problems anyways.
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Posted August 25, 2005 7:17:24 AM
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