Some more work was put into this engine. So, for example, tests showed that it is possible to create a 'view' for the player where he can look about 32 up to 64 km in each direction, a massive view i would say. The terrainsystem still needs some work and optimization, but yay!
I also spent work into the skybox (or better skydome), not finished tho, but already some nice stuff to see. Here you go...
Sonntag, 21. Dezember 2008
Donnerstag, 18. Dezember 2008
Update : xenesis-engine
I had the chance to get my hands back on my 'xenesis'-project, the engine i working on and which should act as 'backbone' for several of my other game-projects as 'diu'.
The screenshot shows that i managed to create a buffer- and terrainsystem by myself so i can load and present 'nearly' infinite huge maps (surely there are limits as the memory of the client etc., but aside from that it can be massive) and to have a wide view (based on performance you can look about 4 to 8 km in each direction from your position!). The screenshots shows a raw kind of landmass, i'm still working on multilayered texturing and tiling.
The screenshot shows that i managed to create a buffer- and terrainsystem by myself so i can load and present 'nearly' infinite huge maps (surely there are limits as the memory of the client etc., but aside from that it can be massive) and to have a wide view (based on performance you can look about 4 to 8 km in each direction from your position!). The screenshots shows a raw kind of landmass, i'm still working on multilayered texturing and tiling.
Dienstag, 9. Dezember 2008
Update : xMDK
I know, i know. The last time i told i would try to release something for October, now it is December. Well, simple reason is i have to move very soon, so i was very busy the past months, and i will be for two more. A lot of things will change for me, and i have to find some patience to spend more time on it, but before that i have to bring order into the chaos that was created around me.
But progress about xMDK is great, anyway. Most things are done about the core-system for individual team-handling, self-controlled respawning and some more stuff. Right know i'm working on elements for an onslaught-like mode (which will be called 'hack' here), and some other game-modes are in concept-phase (some CTF-like, COOP-like, etc.)
But progress about xMDK is great, anyway. Most things are done about the core-system for individual team-handling, self-controlled respawning and some more stuff. Right know i'm working on elements for an onslaught-like mode (which will be called 'hack' here), and some other game-modes are in concept-phase (some CTF-like, COOP-like, etc.)
Archives of Diu
You might know those 'Chronicles of...'-films and stories. 'Archives of Diu' is something like that. It will put all things related to the world Diu together. Based on that i create a kind of roadmap for the things i plan to create.
Roadmap:
'ARCHIVES OF DIU : The digital messiah - programmed destiny' :
Singleplayer-game, total conversion based on the Tron2.0-Engine.
Planned beta-release : December, 2009
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'ARCHIVES OF DIU : The digital messiah - VAR' :
Planned sequel for 'programmed destiny', but not fixed. Anyway, storyline is defined already
Planned beta-release : not set
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'ARCHIVES OF DIU : Order into Chaos' :
Telling about the begining of Diu. Releasing type not defined.
Planned beta-release : not set
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'ARCHIVES OF DIU : Constructor' :
Concept for an MMORPG/RPG-System. In concept/progress.
Planned beta-release : 2010-2011
Roadmap:
'ARCHIVES OF DIU : The digital messiah - programmed destiny' :
Singleplayer-game, total conversion based on the Tron2.0-Engine.
Planned beta-release : December, 2009
--------------------------------------------------
'ARCHIVES OF DIU : The digital messiah - VAR' :
Planned sequel for 'programmed destiny', but not fixed. Anyway, storyline is defined already
Planned beta-release : not set
--------------------------------------------------
'ARCHIVES OF DIU : Order into Chaos' :
Telling about the begining of Diu. Releasing type not defined.
Planned beta-release : not set
--------------------------------------------------
'ARCHIVES OF DIU : Constructor' :
Concept for an MMORPG/RPG-System. In concept/progress.
Planned beta-release : 2010-2011
Donnerstag, 4. Dezember 2008
Digital Art : Character
Currently i'm working on the look of programs, or at least how they should look in Diu. Right for now here are two sneak previews of a programs head: one normal, the other using a subprogram creating a kind of visor (first level of this subprogram, has two more).
Programs are very complex in Diu, nearly every part of their look has a function or use, so a reason why it exists or for what it is used for.
Programs are very complex in Diu, nearly every part of their look has a function or use, so a reason why it exists or for what it is used for.
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