by Dragonlord on Sep 17th, 2011
A bunch of other projects (especially in real life) got in the way of development so things slowed down a bit. Nevertheless another entry on the list of remaining tasks to do for the first engine release could be complete. Now I can head over to the rest of the entries on the list and these should hopefully not be that work intensive.
Particle System Improvements
The particle system received a bunch of updates which I had on my list since some time. As a new trend I talked about recently I'm not going to write much here but instead show you over to the Particle Emitter Wiki Page containing detailed information. So here just a short list of what changed. See the Wiki page for explanation on what each of the changes does.
- Splitting into Particle Emitters and Particle Emitter Instances similar to animators. Makes working with particle emitters simpler as you have now the definition in one Particle Emitter that you can reuse on as many Particle Emitter Instances as required.
- Support for multiple Types. Particles emitters have now different types of particles to allow richer particle systems and easier handling by the user.
- Support for Collision Emitters. Produces emitter instances on particle impacts allowing to cascade particle emitters.
- Support for Trail Emitters. Maintains an emitter instance for particles acting as their trail.
- Support for complex burst type emitters using new parameter "Particle Count" and various changes to the emitter behavior
- Support for Mesh Casting. Supports casting particles from vertices or faces of a model
- IGDE supports now particle emitter inside game definitions for quick usage
- Various changes on the particle emitter to help designing and testing emitters
- and various other changes and improvements
So without further ado a bunch of particle emitters showcasing the various changes and to give a quick overview of what can be done.
I also made a test with it a couple of days ago with another model of mine. Here the particle emitter is attached to a model bone (first example particle emitter from the previous video used here). This shows also a test with Animation Difference to do body tilting. This method is especially nice since you can do full body tilt with various similar animations using only 1 additional animation (a tilt animation).
With this task gone the list of remaining tasks to release the engine is one less. Next step is adding the nodes support to animators and skins to add another layer of control for these cases where you want to do the really crazy and complex stuff. So stay tuned.
"Open standards and free file formats ensure unrestricted and easy modding using free software applications"
Dragonlord, you're the man.
I've said it before, but to me it seems like this engine is all about gameplay instead of graphics. And the gameplay looks like a lot of fun, love it!
Wow, I'm out for a while and suddenly a great update!
I have high hopes for your mod, I remember seeing it years ago. It looks great, keep it up!
It's actually a game not a mod. It's not based on any existing game but is standalone.
Nice looking so far! Hope to see something in the way of a beta someday :)
--fellow blender and linux user
Hi, thanks for the articles and videos, it's quite inspiring for developing my own game/engine: Indiedb.com For example thanks to your article I finally got that depth peeling is so easy, I've always avoided it because it sounded complex and slow and nobody stated it's not complicated at all :)
While I won't use your engine as I have my own, I think that your engine will be one of the best open source engines once done as you really design it, not just blindly adding bunch of features, but thinking about them, inventing new approaches or mixing them in unusual ways.
You might also want to look for Depth Peeling with MSBs (MultiSampling Buffers). It's a different approach using MSBs but more complex, limited to certain situations (which might be enough depending on the game in question) and so far DirectX only (I think there's an extension for OpenGL but I'm not sure right now) but it might work better for certain scenarios as it sort of renders depth once then sorts it on the GPU.
Well you already answered the file format for objects question. The .model formats is the object formats. Mainly that was what I was asking. Your standard model format. Sadly though I don't use blender to create and export models with. I find blender confusing and clunky I use 3Ds Max to create models and stuff with.
As for help though I could help you create game models and stuff. And give you some real nice models to create worlds with. depending on what your wanting to make a demo of. I noticed you had a real kewl looking Robot in one of your pics. I got alot of robots and vehicles I could give you if you wanted to create some type of robot game. I even have a nice robot dragon as well.
There is nothing like a standard model format as you can use everything a model exists for. If more model formats are requested new Model Modules can be created. Besides the model format I defined is not difficult. I'm sure 3Ds has support for plugins so an exporter can be made. Besides the IGDE will be able to convert resources from one format to the other so this should not be a problem in the end.
Concerning the robot you mean most probably the Shield Liger model I made (not finished) for learning purpose. I have though different plans for that guy so it's not going to be for a demo reel.
That said it would be possible to make stuff to show-case the engine. This would not be required to be something coherent. Would be possible to make small maps to show different features if this is what somebody wants to do.