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Untitled

posted in DruinkJournal
Published August 25, 2006
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Well, this makes a nice change. Everything seems to be working perfectly now - my PCX loading code worked first time, and applying the texture to the model worked first time too. I was expecting to at least have to change the texture coordinates. Apparently not.

Screenshot:
Engine screenie
Click to Enlarge

And I also recorded a video in Fraps, which you can get Here (1.26MB), which shows the animation a lot better.

I'm happy now. There's still some things I need to change and implement.

  • I have a funny feeling that model is mirrored about the X axis. I seem to recall it being right handed in game, and in the MD2 viewer I dowloaded. Should be a quick fix anyway.

  • MD2 skins tend to be non-power-of-2 textures, which might cause a problem on low end cards, and also won't work with the texture manager because they're a) not a power of 2 and b) larger than 256x256.

  • PCX textures don't save as valid PNG files. This might be a D3DX quirk, I don't know. The PNGs look fine in Paint Shop Pro, but they appear as a white image in Firefox and Window's viewer, and a beige image in Internet Explorer.

  • I want to get real lighting working. All the normals are there on the model, and it's textured now so dynamic lighting seems like a logical next step.

  • Specular lighting would be sexy, so would normal / bump mapping. I need to find a good bump map image to load though, but Google Images should suffice.

  • I need to find a good skeletal animation file format to use, since I could do with supporting more model formats. I'm also going to look into creating my own model format with a convertor, which should be extremely fast to load (I.e. it'll have raw VB / IB data in it that I can memcpy(), and a reference to a texture file or set of textures to use for this model along with animation information, etc.

  • I *might* support .X files, but I really don't like them. Beginners like to rely on them in their projects, until they realise the performance hit for calling DrawSubset for 4 subsets per mesh and 200 meshes... Still, I can probably coerce them into a reasonable format.

  • I still need to pack vertex and index buffers together to reduce stream switches. I also need to profile my code with a few more meshes and UI elements / sprites to find out where the bottlenecks are fairly early on.

  • Picking. I want picking. Picking is nice.

  • I want to calculate bounding boxes and spheres, and add a virtual function to the Mesh base class to do ray-triangle collision detection.

  • I need a proper camera class which will cull objects outside the frustim (Or more specifically, the scene graph will).

  • I need to actually do scene graph stuff. At the moment, no sorting of objects is done at all. I need to sort 3D objects by type, so I can render E.g. landscape then meshes, then particles to reduce state changes.

  • Particles. Everyone loves particles. They're sexy.

  • And maybe BSP loading too, because that would be an awesome way to get a 3D demo up and running quickly.


So as you can see, I have pleanty to get on with. Hopefully a lot of that will be done either next week or during my week off. Although I have a bunch of things listed to do during my week off.

I'll also release an IOTD once I have my MD2 loading code looking good with lighting and specular / bump mapping.

But for now - bed. I'm knackered.
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Comments

noaktree
Quote: Specular lighting would be sexy, so would normal / bump mapping. I need to find a good bump map image to load though, but Google Images should suffice.
Remember you can generate them with the ATI bumpmap tool. Source Included. Maybe generate normal maps in engine from height maps?

Quote: I need to find a good skeletal animation file format to use, since I could do with supporting more model formats.
I always recomend Cal3D since it has good blended animation control and open source.

Nice work.
August 25, 2006 06:38 PM
Mushu
Quote: MD2 skins tend to be non-power-of-2 textures, which might cause a problem on low end cards, and also won't work with the texture manager because they're a) not a power of 2 and b) larger than 256x256.


Mushu goes HAR HAR HAR! at Evil Steve.

I loaded a 512x376 texture today for kicks, just to piss you off. Quadtrees FTW [grin]
August 25, 2006 08:51 PM
VHL
From planetquake:
August 26, 2006 01:40 AM
Evil Steve
Quote: Original post by VHL
From planetquake:
Ah, awesome. It's not mirrored then [smile]
August 26, 2006 06:55 AM
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