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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Mon Jun 02, 2003 4:37 am    Post subject: [quote]

I should be able to handle that music code, however, are you sure you want to use FMOD and not bass? I'm not sure of their differences, but I think bass can do more. FMOD may have more for MOD-type files though. So... the background music is xm/it/etc... and sound effects are wav or mp3 depending on their size?

By the channel numbers, you mean how many simultaneous samples playing?

As for terrain, that sounds really cool, except I'm not sure where I have it in my storyline to go out of town... I guess we could throw that in. We'll need to talk more about story in an IM program or something. I'm on GMT 6pm to 4am usually, give or take a few absences. I'll try to keep it on with informative away messages if I'm gone. All my IM s/ns are in my profile.
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Mon Jun 02, 2003 4:41 am    Post subject: [quote]

I'm open to whatever music library you want to use be it FMOD or BASS, I really dont mind terribly much. As for outdoor scenes, as I recall the intro did call for the lead character to be out in a field. Anyway, this is just me playing :) This book has some nice stuff it in on generating sky domes with procedural textures for the clouds, so I can do real-time animated clouds and weather effects. I'll add you to my IM contact list next time I'm online.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
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PostPosted: Mon Jun 02, 2003 4:49 am    Post subject: [quote]

twinsen wrote:
As for outdoor scenes, as I recall the intro did call for the lead character to be out in a field.


Hmmmm, going to have to make 10 polygon rice stalks then....
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Mon Jun 02, 2003 5:29 am    Post subject: [quote]

Sssh, quit nit picking :) I bought the book, come on- the character is going to have to go out in the big wide world sometime. Besides, outdoor scenes give a good excuse to create some pretty particle effects, rain, snow etc.

Actually I read an interesting article on creating flocks of birds that fly around using a slightly modified particle engine.

Hmm really think I need to change my avatar, really sick of looking at myself :/
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Mon Jun 02, 2003 5:31 am    Post subject: [quote]

Quote:
By the channel numbers, you mean how many simultaneous samples playing?


Yes. Ooops, sorry forgot to answer that one.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
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PostPosted: Mon Jun 02, 2003 5:32 am    Post subject: [quote]

I read about flocking in my game programming gems books, but it's been so long....
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Mon Jun 02, 2003 5:33 am    Post subject: [quote]

I was just down at the bookstore (obviously) and saw those game programming gems books, was thinking of buying them. Could be useful reference material. But at $AU160 each, I might have to wait till payday. Somehow I think food comes before programming :)
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Mon Jun 02, 2003 6:21 am    Post subject: [quote]

Oops, forgot to answer this...

Quote:
that looks awsome!
how are you doing collision detection?
i've always found that to be a royal pain in the butt...

AABBs? or? please enlightenme


At the moment I'm cheating and using a free library called ColDet. I had to modify its source slightly because it was only designed to handle collision between objects which are stored as triangles (and the level is stored as n-sided polygons), but even out of the box it's pretty easy to use, and there has been no performance issues.

Another thing- it is also extremely accurate, it allows for very fast what I would call (in a 2d environment) pixel-based collision (and it will tell you which triangle in the model collided. So pretty much, if I was using it in a FPS I could shoot a rocket between a players legs and it wouldn't trigger a collision. But having said that, it also allows you to do ray tests and sphere collision tests. The only thing it lacks- which I'll add later is bounding box tests.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Mon Jun 02, 2003 11:19 pm    Post subject: [quote]

twinsen wrote:
That'd work :) Thanks. This books interesting, its got a section on deformable terrain. Although I really cant see any reason to have deformable terrain in an RPG *Shrugs*, maybe the blast from a spell could blow a crater in the ground.


Hmph, you need to reconsider your ideas about magic then! Deformable terrain? How about a GIANT earth elemental rising out of the ground? Or a spell the generates a razor hedge barrier 1 km long? Or howabout this spell: raise moutain?

The possibilities are endless.
:)
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Mon Jun 02, 2003 11:20 pm    Post subject: [quote]

Quit giving me good ideas, you make me look dumb :)
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Tue Jun 03, 2003 12:16 am    Post subject: [quote]

Rainer Deyke wrote:
IIRC, the CrystalSpace 3D engine divides the world into sectors (joined by portals). There are "outdoor" sectors which use a terrain engine and "indoor" sectors which use BSPs.


Doesn't Morrowind do that? ...Or does it use crystalspace 3d...
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Tue Jun 03, 2003 12:19 am    Post subject: [quote]

I doubt Morrowind would use CrystalSpace, but hey- could be wrong.
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Tue Jun 03, 2003 10:51 pm    Post subject: [quote]

As a side note does anyone here happen to have an honurs degree in mathematics. I was looking at this paper from SIGGRAPH 2000 written on realtime cloud animation(with really nice shadows and those pretty little rays of light that poke out through the clouds). Understand about three quarters of it, but whoa-boy, some of the later stuff is totally doing my head in.

http://nis-lab.is.s.u-tokyo.ac.jp/~nis/cdrom/sig00_cloud.pdf

This is gonna take me the better part of a year to figure out. Oh well, I want a pretty RPG :)
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