State of Fortune

Thanks for the kind words guys!

I created them using tree[d] (http://www.frecle.net/index.php?show=treed.about) and used the obj importer I wrote for state of profit to get them into the game. It was quite a nice tool where you could make trees using anywhere from 100 vertices to a million (I use a tree of 150 or so to keep it efficient :)).

Mike

I haven’t tried it yet, but it looks like a very handy tool! Thanks for the link :slight_smile:

Just had a play with that tool and it’s really simple but very powerful.
Thanks for that, I’ve been struggling to find decent tree models that weren’t either crap, very very complex, in some insane format, etc. now I can build my own - simples.

@OP- Great work on the terrain demo, real inspiration.

Similar subject was being discussed at yahoo answers last week. I can post the link if needed.

Yahoo Answers is the bane of existence…

Since when did spambots get through the verification?

To bring the thread back on track… :slight_smile:

Playing around with building things. I’m almost have the physics up and running as well, once I’m done with that I’ll update the applet.


http://stateoffortune.com/pictures/screenshots/building.png

Mike

Looking good!

Thanks! :slight_smile:

After lots of messing around I’m back with a (pretty) stable version so I updated the applet. You can now press b to switch between block and landscape mode. When in block mode left/right clicking is used to add/remove blocks. There is still only one kind of blocks but I’ll add more soon-ish.

http://stateofprofit.com/landscapeTest/

Let me know what you think!

Mike

So I just tried it and it runs really nicely! Great graphics, great water effect (I’m Jesus and I can walk on water!) :slight_smile:

I found a graphical glitch when roaming over the water actually. When I look straight down, I see these weird white boxes at the edge of the window and they move and change shape as I move around. I can assure you they are not clouds, I checked. Here’s an example:

By the way, yeah I was running between 700-1300 FPS with everything high quality :smiley:

really looking awesome with block now!

Nice FPS! On my 4 year old non-gaming laptop I only get like 50fps :frowning:

The artifacts are the containers that aren’t drawn because the game thinks they are behind you, I’ll fix it :slight_smile:

Mike

Could also be a different texture creeping up… when I was walking around before some how depending on my position and orientation the grass beneath me and in the ocean started turning to dirt and back to grass… like sliding over the landscape depending on my orientation. Hard to describe!

That sounds interesting. What gfx card do you have and was this on both normal quality and high quality ground?

Mike

Yes it was on both.

I have an NVIDIA GeForce GT 555M

Details:

Perhaps too much information?

If it was on both I have no clue at all what could have caused it as I use completely different techniques on the two modes… I’ll try with the same driver version and see if I can find something.

Mike

EDIT: Added grass (only if you turn on HQ ground) that fades in when you move around and it moves in the wind. Also added several types of trees (shapes and textures). Starting to look nice :slight_smile:


http://stateoffortune.com/pictures/screenshots/grass.png

IT’S REALLY REALLY GORGEOUS!
I hope that one day i will be able to create something similar.

Thanks! I added some different materials so you can build something that resembles buildings.


http://stateoffortune.com/pictures/screenshots/building2.png

The textures aren’t seamless enough though due to texture atlas and mip mapping not going very well together. I’ll look into doing the texture mapping in a shader instead as I can’t seem to find any other viable option. Any advice from the OpenGL gurus would be nice!

I am mostly guessing and trying things out when I am making this, google is your friend :slight_smile:

Mike

Your game is processing really fast, good job!
However the game starts to eat a lot of resources with everything maxed.
Im getting 50 fps now when walking around.

I never had problems using an texture atlas and mip mapping, your problem is probably somewhere else :).
Try setting the texture coordinates as output like this to see whats happening (not really nice. but it shows clearly what the program is trying to do).

gl_FragColor = vec4(gl_TexCoord[0].x, gl_TexCoord[0].y, 1, 1);

Not really sure whats going on but when i turn on high quality ground the grass and ground comes in a blue color rather then green…