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kbomb987
Lowly Slime


Joined: 15 Jul 2003
Posts: 2
Location: USA

PostPosted: Fri May 27, 2005 5:29 pm    Post subject: Cryn 3D engine test pics [quote]

Hey guys, there have not been many screenshots of new projects lately, so I figured I would post some of my own. This is a 3D RPG tiling engine I am working on, possibly for a seqel to Cryn The Dark Reflection. The engine allows moving the viewpoint on the Z-axis which could create some fun effects while walking around. I also have in multi-player ability so you can connect to other users and walk around in the world killing monsters together, maybe quests, or it could just stay single player. Bear with me here, I know the main character is still a block.

Click a pic to open in full screen.




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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sun May 29, 2005 1:49 am    Post subject: [quote]

You should probably apply lighting to those billboards, not just the terrain.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sun May 29, 2005 5:15 am    Post subject: [quote]

Maybe it's just me, but I'm seeing trees, not billboards. :p
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Sun May 29, 2005 6:48 am    Post subject: [quote]

janus wrote:
You should probably apply lighting to those billboards, not just the terrain.


Lighting billboards is a tough issue, because they'll react to light as a flat plane, which can destroy the illusion almost as much as lighting them separately. For instance, in a scene with a single point light source, a tree far off to the left and slightly forward from the light source will be completely black, because you'll be seeing the backfacing side, whereas a normal tree would be left-shaded. Move it back a bit, and it will pop between being black to fully lit. But I agree with Janus - considering the context, lighting them like normal polygons will go a long way towards placing those trees visually into the scene.

Looks pretty cool so far. Keep up development on it.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Tue May 31, 2005 12:01 am    Post subject: [quote]

Cool, I love that style. I've been contemplating a game with a similar viewpoint using primitives for the level; it's fortuitous for me you've posted these screenshots so I can see how it'd look. Plus I didn't have to code a thing!
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kbomb987
Lowly Slime


Joined: 15 Jul 2003
Posts: 2
Location: USA

PostPosted: Tue May 31, 2005 1:46 am    Post subject: [quote]

Glad to be of help with the pics. The engine is coded completely from scratch in Visual C++ DirectX, not using a wrapper library or anything because I couldn't seem to find one that was easy to use and would support what I wanted. It's ashame 3D programming is so difficult compared to 2D. I can barely even get the main character working properly as a billboard and not blacking out when he stands behind a tree that is positioned further back. I tried using a model, but it was weird. If you noticed, he's currently a primitive too! :)

Of course this is only the first half of my troubles. I would still need to come up with a battle engine of some sort.
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