Physics - Raycast Vehicle (Bullet3 - btRaycastVehicle)
Just a short update video of some stuff that's still in progress for the #RAWEngine.
Added support for the #raycast vehicles. Added some basic weapon and the player control systems.
For physics I'm using the #Bullet3 physics engine and the btRaycastVehicle.
Music by: Holon - Lethal Intent
https://soundcloud.com/mark-r-3/lethal-intent
btRaycastVehicle btVehicleRaycaster btWheelInfo
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Landscape Dev - (Update2)
Some really early in-development footage of the landscape/terrain support implementation in the RAWEngine.
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Landscape Dev - Heightmap and object placement information
A short video from the #RAWEngine in-development landscape system using camera frustum bounded infinite chunks.
#gamedevelopment #gameengine #indiegamedevelopment #gamedeveloper #landscape #terrain #openworld
Music by: #oscsw
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Experimenting with the Quake2 net-protocol
Some early experimentation on implementing neworking support for the #RAWEngine project. In the left side you can see a vanilla #Quake2 and the player character that is actually controlled from the #RAWEngine client (window on the right) connected to the #Quake2 server. The goal of all this is just to have some quick starting point for experimentation, inspiration and fun. #RAWEngine does not use any of the actual #Quake2 code. It is just using the same networking protocol rules. The #RAWEngine will use it's own networking protocol in the near future.
Disclaimer: In the #Quake2 window you can see that the player character is able to crouch and jump, but in the #RAWEngine client window player is not performing those actions. This is because the visual side of those actions are not implemented on the #RAWEngine, but actual commands are still sent to the #Quake2 server.
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RAWEngine custom editor
A short video of the in-development #RAWEngine #Editor that is being written in C++ using the #Qt framework.
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Editor, Landscape and the Android platform
Some updates on a custom RAWEngine editor and the engine support for the Android devices.
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Landscape GeoMipMapping
The goal is to be able to support some older device that lacks the VTF (Vertex Texture Fetch) hardware feature. In this case I found the "GeoMipMapping" to be the most suitable LOD algorithm. For the newer devices I would consider using the CDLOD algorithm. This video just shows some ruff implementation. There is still some work that needs to be done. There are still some seams visable. Still need to do some optimizations and implement some LOD morphing stuff.
The GeoMipMapping LOD algorithm is based on the document:
"Fast Terrain Rendering Using Geometrical MipMapping"
https://www.flipcode.com/archives/article_geomipmaps.pdf
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Editor - Model Importer and skinned models
The "Model Importer" is an integral part of the #RAWEngine editor. It is mainly using the #Assimp library for the variety of supported model formats. But for the FBX models I'm using the #AutodeskFBXSDK.
Model downloaded from:
https://sketchfab.com/3d-models/samba-dancing-37dfa7c6bac94f2f893f3263730dfcc7
Music by: Celldweller - Into the Void (SWARM Remix) (Instrumental)
https://soundcloud.com/celldweller/into-the-void-swarm-remix-1
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