New FPS/RPG, A Work in Progress: Dysis

This is awesome!

Cas :slight_smile:

The guns can be a little smaller for my taste, but the idea looks incredibly solid and the progress so far is epic. Really well done!

Very awesome. Looking forward to this.

davedes - Thanks a bunch! I definitely plan on releasing this tool and hopefully a couple others with the game in the hopes that people will add in their own ideas :smiley:

Yep, I definitely plan on adding in textures to the models - just haven’t gotten there yet :slight_smile:

I use Autodesk Inventor for modelling actually, since it deals with 3d objects in terms of volumes (so that way I can keep poly count relatively down… since I am not proficient in something like Maya - I would end up adding a bunch of shapes together to make a mesh - where inventor will solve for me. I build (real) humanoid robots and model their parts in Inventor - so I am already familiar with how to make stuff there, haha). As for animation, it’s just this tool actually! And I just added my own smooth bezier curve interpolation algorithm to it to make motions really nice (I’ll be throwing up a video at some point to show how this tool works), but here is a snap so you can see the big difference between how the motion works (currently you can switch between linear, s-curve and bezier curve interpolation):

Cas - thanks! I’ve actually seen a bunch of your posts around and definitely am inspired by your work - so it is great to hear from you!

gimbal - thank you! I have actually already made the weapons smaller at this point, I just haven’t gotten together a new set of in-game shots/video to show that off - and I wanted them to be working with the new player model and animations :slight_smile:

Eli Delventhal - thank you! I’m definitely looking forward to getting it out there! :smiley:

Another quick new update, in another attempt to distance myself from Minecraft I’m adding level of detail to chunks, so closer chunks will look more pretty :slight_smile:

(at the moment this is just with leaf blocks for trees, but I already have some other blocks under way and will be adding a bunch of new foliage)

That’s good, less fanboys on the Minecraft Forums will yell at you. As always, can’t wait to see more!

Haha, yes indeed - always a good thing.

Per your request - here is a working video of the character animation tool (I build a character from 3d models and textures, then animate him to run):

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(I recommend going and viewing the HD version as there is text, but up to you!)

Dude that tool is pretty amazing. Nice work.

Thank you a bunch! :smiley:

I’ve been hard at work whipping up a new engine that utilizes hex prisms instead of cubes - check it out!

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This is super cool. I am digging the hexes :smiley:
Saw this on Reddit too, today. To the top! :slight_smile:

Thanks a bunch! :smiley: woo! My hard work is starting to come together!

The hex based world makes this stand out in a sea of cube worlds.

Cas :slight_smile:

Thanks everyone :slight_smile:

I’ve revamped terrain generation to run with openCL and thus real-time infinite terrain is a much more realistic possibility (not that you can’t do in with threads on the CPU, but this is tons faster than that!)

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My reaction:
:o



:o



:o :o :o
Thinking: “Is this actually speed up?!?”

Now my not-to-take-serious advice: “Go and build a company and sell this game right now… even If I want to play it for fre… :L”

That video is way too big for my 17" monitor :frowning:

It’s looks nice though. Could do with a little more landscape features though, but I know you had those earlier. I like the effect of the landscape popping in when generating.

Cheers.

Thanks :smiley:

Matheus23, I’m working on that, I hope to launch a kickstarter very soon! Haha, ya, it definitely is fast, but not sped up. Pretty neat to see it in action - openCL is beastly. I did my first generation tests just working with nanosecond timers (and did a few chunks CPU, then a few GPU, ramping up until I did a few hundred at once on each), and the timestamp difference was just enormous. CPU could do a single chunk fairly fast on its own, but GPU seems to be more of a bottleneck at bandwidth than actually terrain generation (which is why 65k blocks in a chunk happens in ~1ms regardless of octaves which in the CPU just kills generation time). I’m working on having openCL push block data right to GL so that bandwidth bottleneck won’t be an issue (though I’m pretty new to openCL) - hopefully that’ll mean even faster generation time though, because at the moment it’s generating the chunks visually that take the most time (and that’s just silly). OpenCL should be able to just keep the memory on the GPU and openGL can generate the VBO on its side with no hesitation (I’d just have pass the VBO pointer) - at least that’s how I understand it.

Mads - yes indeed, I am going to have a big trailer to show off the full terrain/textures/everything with all the terrain features (floating islands, mountains with overhangs etc.) included with that. Thanks for your input - and I’m glad you you like the popping, flying around like that is a little scary as it tends to look like the ground is coming up mighty fast!

Cheers

Hey all, I’m launching a Kickstarter!
Details can be found here on the new site: http://dysis.net/
Or here on the Kickstarter Page: http://www.kickstarter.com/projects/330858688/dysis

And here is the youtube launch trailer (though it doesn’t have all the commentary that the kickstarter has!):

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Thanks for the support, and check out the rewards!

All the best,
-Chris

This looks pretty awesome! :slight_smile:

Impressive. Looking forward to future teasers!

Thank you! :smiley: