Posted: 17th November 2006 15:00
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![]() Posts: 6 Joined: 17/11/2006 ![]() |
I tried doing this a long time ago with the quake3 engine, never got anywhere.
Anyways the script you were asking about.... http://sky_render.tripod.com/ff6script.txt Battle script http://sky_render.tripod.com/ff6battle.txt Also here's the algorithms for battle and such http://db.gamefaqs.com/console/snes/file/f..._algorithms.txt Also over half of the FF6 monsters are in FF7, so you could use Bitturn to grab them. http://mirex.mypage.sk/index.php?selected=1 This post has been edited by killstheweak on 17th November 2006 15:02 |
Post #135711
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Posted: 18th November 2006 20:38
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Time for a couple of screenshots of the GUI system I've been working on.
This one's nothing great- just the title screen with the GUI visible in a temporary state. I've spent some time on polishing the GUI's functions as well, to give it a more smooth & professional feel: The cursor moves left and right a little bit while sitting at any item, and smoothly moves between items when you select a different one. I'm hoping to soon enable animations on the GUI elements for added special effects. Note also that the game loads up the most recently saved options at startup, one of which is the GUI skin used, so the title screen's GUI can have different looks based on the GUI skin last used in game. ![]() This next shot is showing off the text input system I've got in place now. It's fully functional, and supports english capital & small letters, all japanese hiragana, katakana, a small subset of japanese punctuation & symbols (which you can see in the screenshot), and is fully extendable to support any japanese kanji I decide to use (likely virtually everything that is used in the original game). You can also see that the name I've got input already there shows that english and japanese can easily be mixed together, quite unlike most games with bilingual support. ![]() Another thing to note is that all these GUI graphics are tentative. I may or may not be revising these in the future. (More likely than not, I'll be revising the main portion of the graphics for the name input system) Other notes on the game: I'd like to give my thanks to SiberianSTAR from www.ltestudios.com for porting this engine over to the PSP. Not only is the engine great to work with, but he's gone out of his way to help make the engine exactly what I need for my game. In addition to that, he's also been kind enough to build me a custom version of the engine that better suits my needs than the vanilla engine. @killstheweak: Thank you for the links. I already have the algorithms info, and I want the most direct info possible, so I won't look at any FF7 stuff. But those script links are nice. I've actually been talking directly with Sky Render himself about getting his copies of the direct rips of the scripts from the english & japanese roms. The scripts you linked to are his translations, which I was also talking to him about, so this just kinda gives me a headstart on that script in particular. Thank you muchly- I can mess around with this a bit now^^ This post has been edited by nyxojaele on 18th November 2006 20:45 |
Post #135829
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Posted: 18th November 2006 21:30
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![]() Posts: 6 Joined: 17/11/2006 ![]() |
The FF7 Bitturn link is to rip models from the game, Like Cactaur, Sky Armor, Pug, Chocobo, etc which are all in FF6, figured it would save ya some time on the modeling side
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Post #135831
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Posted: 21st November 2006 21:45
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![]() Posts: 141 Joined: 19/10/2006 Awards: ![]() ![]() |
so if youre not actually going to make this game could i have the models so i can use them in quake.
-------------------- moetsuki moetsuki motoranai yakusoku no basho jouzu ni habataku watashi wo mitsumete |
Post #136144
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Posted: 22nd November 2006 05:17
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@killstheweak:
Aye, I appreaciate the thought, but like I said, I intend to make everything from scratch. That, and I don't consider it too likely that I'll be finishing the game far enough to encounter the majority of the monsters that are shared between the games anyways, even if I did want to use them temporarily. @chou: My apologies, but did I lead you to believe that I've decided not to make the game somewhere? Please point out where, such that I might correct it. I assure you that this project is still well and going strong, although not tonite, as I have to wipe/re-setup my computer here. Oh- and I don't think I've mentioned this yet, but I recently purchased a 3rd PSP. This is my first 1.5 firmware PSP, and it's invaluable in the development process. I can't believe I've survived for this long without it! The options that are now open to me with this, and the software available for it, are just staggering. I will definately be able to polish & stabilize this game WELL beyond anything even imaginable with my old dev PSP (a 2.5 firmware PSP)... I finally lucked out and found a pawn shop that had a 1.5 *dance* Well, actually it was a 1.52, but I fixed that^^d |
Post #136305
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Posted: 23rd November 2006 17:12
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![]() Posts: 6 Joined: 17/11/2006 ![]() |
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Post #136410
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Posted: 29th November 2006 06:24
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![]() Posts: 2 Joined: 29/11/2006 ![]() |
All of this sweet, keep up the good work
![]() ![]() -------------------- The war was over before it really began.......... |
Post #137042
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Posted: 29th November 2006 08:42
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![]() Posts: 461 Joined: 25/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
very nice
![]() -------------------- "The answer is, of course, that it would be best to be both loved and feared. But since the two rarely come together, anyone compelled to choose will find greater security in being feared than in being loved." - Niccolo Machiavelli, The Prince |
Post #137045
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Posted: 9th December 2006 03:15
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![]() Posts: 1 Joined: 9/12/2006 ![]() |
Quote THIS GAME IS CURRENTLY NOT INTENDED TO BE RELEASED TO THE PUBLIC. I DO NOT KNOW IF IT -EVER- WILL BE. MY LAWYER AND I ARE LOOKING INTO IT, AND WHEN WE HAVE A FINAL DECISION ON THIS, YOU WILL BE THE FIRST PEOPLE TO KNOW ABOUT IT, POSITIVE OR NEGATIVE. Has this situation changed? Quote My apologies, but did I lead you to believe that I've decided not to make the game somewhere? Please point out where, such that I might correct it. My first quote must be what led Chou to believe such things. Thanks. |
Post #137846
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Posted: 9th December 2006 07:11
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![]() Posts: 34 Joined: 12/11/2006 Awards: ![]() ![]() |
This looks really cool man, but by the time you have it released Square will have already done it. I only mean because you're one guy and Square is a giant company.
You are aware that the Chrono Trigger thing was just like this and got really far and then had a cease and desist ordered... right? Just don't hype this up too much as once Square sees it they're gonna get their team of lawyers going. Putting it on Youtube.com, probably not a good idea. |
Post #137859
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Posted: 9th December 2006 13:14
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@JesusBomb:
Honestly, whether Squeenix intends to do this themselves or not, I'm going to continue. I'm not doing this to give the world something new- I'm doing this for my own pursuit of knowledge in video game programming. On that note, please don't be assuming that I'm "releasing" this, as well. I've said repeatedly that it is currently not intended for release. Maybe I'll edit the top post to show that... I put this up on youtube.com because I want a way to get feedback about my project. I'm going to "advertise" this project just as much as anybody else would advertise their own personal projects normally. At this time, I'm only looking for feedback about what I've been able to accomplish. @PsychoSync: The situation has only slightly changed. I'm still in the "unsure" state, but now I'm leaning towards "not having a chance at release". We'll see how it goes. @Everybody: Additionally, I really wish people would stop comparing this to "The Chrono Trigger thing" (Chrono Resurrection). It was -very- different from this. First off, they were fully intending to give that out to the public, whereas, from what I've been hearing from my lawyer, I'm leaning towards not doing so with mine. Secondly, they were shooting for a full remake (or at the very least, until Magus, which is a -very- respectable ways into the game), and I'm shooting for barely a "demo's worth" of content. Honestly guys, I'm only looking for feedback about the project, not the legal implications, or likeliness of the project surviving a cease and desist order. That's what my lawyer is for, and he's doing a fine job, thank you^^ So, a small update on the actual game now: (Yay- something worth typing/reading!) I've spent the last week or 2 cleaning up my code, and putting a lot of error checking in. Most of the error checking, and it's associated output messages will not make it into a "release build" (for non-programmers, that's a version of the program that runs the fastest, with debug features disabled..), but they are SO incredibly useful for me during development, I'm surprised at how far I've gotten without them so far! Not to mention, that I was starting to get concerned with certain parts of my code becoming messy, and now, I'm actually quite happy with the state of my code. During this time, I've also moved a lot of the code around to where it belongs, etc... Before I continue too far into coding new stuff, I'm going to take the time to document my code better so it's easier for me to quickly identify everything about my functions, down to the little details, so I can stop siphoning thru code to figure out some little thing about a specific function. I've also recently written a video manager to wrap around the video driver provided by the LTE game engine. Yes, I'm still working on core objects for the game. For anybody interested, here's some random statistics about the game: Source code: 174kb in 35 files Executable: 2,042kb (about 1900kb of this is just the core LTE game engine) Content: 1.75mb in 25 files Framerate during intro sequence: With logo visible: 30 (logo covers most of the screen, and has heavy transparency) Without logo: 60 (looks like it's capped here...) If all goes well in the coming week or 2, I should have everything done with my current state (and bugs), and will be moving on to working on the world map. And additionally, a specialized form of the world map designed for in-game cinematic sequences. (This being merited by the Armortek trek across the snowfields into Narche at the beginning) |
Post #137874
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Posted: 24th December 2006 07:52
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Progress update:
I'd reached my goal of completing all the stuff I wanted to before continuing on to working on the world map state of the game, but instead of doing so, I decided to implement some more features into the GUI portion of the game in preparation for the world map state. (So you can kinda consider this working on that state now...), and additionally throwing in some other features that I just want in there. More to the point tho, the reason for this post: Would there be interest enough to warrant me keeping a developer's log of what I've been doing? I mean, I'm giving the basic details to everybody thru this thread, but I'm talking about the little details about how things work internally. Relationships between objects, event handling, etc.. Lots of technical stuff. I know this would probably only appeal to a small percentage of people, so I kinda expect that this wouldn't be very worthwhile, but I thought I'd ask in case I'm wrong, and there really IS a significant amount of people out there interested. |
Post #139190
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Posted: 24th December 2006 14:04
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![]() Posts: 1,405 Joined: 17/1/2003 Awards: ![]() ![]() ![]() |
I've been reading this topic for wuite some time now and I'm very excited about reading new updates.
AS to the technicality of what you write, well, I can always learn something new from it, neh? ![]() -------------------- "I fell off the mountain of words at around the 10,000ft mark. Tell my family...they owe me money." -Narratorway "If you retort against this, so help me God I'll shove any part of your anatomy I can find into some other part. Figuratively, of course." - Josh "We have more, can deliver tuesday." - Del S Good old CoN |
Post #139195
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Posted: 24th December 2006 17:42
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![]() Posts: 150 Joined: 18/3/2006 Awards: ![]() ![]() ![]() |
At least you'll have plenty of ppl to test your work =P
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Post #139208
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Posted: 4th January 2007 09:54
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Update:
I've spent a tremendous amount of time optimizing code and wrapping my own stuff around LTE GE's functions. The result: A massive increase in speed/stability, not to mention slightly less memory usage. My FPS stats from before are now officially ... not official. no more. During the beginning of the intro sequence (with the clouds...) the FPS is 30, and goes up as the clouds move off the top of the screen. I've still intentions to look into this, as it may manifest itself later in the game, so I should take care of it now. I wonder if it's something to do with displaying an image covering the whole screen, using alpha transparency?... kinda doubt it because the logo that fades in later uses even heavier transparency, and covers about 3/4 or more of the screen as well. I'll see about it later. Anyways, after the clouds have scrolled off the top of the screen, I get a constant 59/60 FPS (I typically get 59 even when it's actually 60. Likely a rounding issue..), even when my GUI is displaying, which is to blame for a good portion of my coding time recently. The FPS drops a bit (maybe to mid 40s) if I open up my debug test GUI window which uses a LOT of different GUI Elements at the same time, most of which are using transparency. I'll likely change this so it gives improvements in performance, but for now, it's fine. I've also hit a bit of a milestone in the programming for this thing, and it's also a random stat I forgot to give you last post. This should give you some kinda idea about how much goes into this stuff (read: CRAZY!) The total lines of code I've written so far for the PSP version of my game is: 10,040. Holy crap. I can now officially say that this is the biggest programming project I've ever done. I've never broken the 10,000 lines barrier in a single project before. *champagne* Of those 10,040 lines, 4,508 of them are JUST GUI stuff. Heh- almost half of my work so far is just in the GUI. But in a game that is based so heavily on the GUI, I feel that this is justified. ^-^v So, stuff I've done recently: The GUI is now completely customizable: To create a new GUI skin, all I have to do is create a new directory with the GUI skin's name, and fill it with the appropriate graphic/xml files defining that skin. The game will detect the new directory and give it as an option when the player is selecting their GUI look. Animated 2D Textures: The LTE GE originally supports animated textures on 3D objects, but nothing for 2D (ie. GUI), so I've put in support for that. Meaning that now I have support for some very pretty looking effects on the GUI, besides just the moving cursor. FPS based 2D movement: I've gone back and modified all my code that involves something moving on screen, to make it move a distance based on the current FPS. The end result, everything that -should- move at a constant speed, actually -does- move at virtually a constant speed no matter how high/low the FPS currently is. In reality, this wasn't much needed for what I currently have (except the GUI stuff), but it was very much so a good practice for me to know what I'm up against in the future when this will start being an issue. Small graphical pretties: Little tidbits that give the game a more professional look. For example, when you select "load game" at the titlescreen, the load game window appears, and the cursor smoothly (albeit quickly because of how far in needs to move) moves across the screen to the appropriate spot in the load game window, instead of just instantly appearing there. Also, GUI groups fade in and out depending on what's active. Basically each "group" of GUI elements (typically, a window and all the stuff in it, is 1 group) can be in 1 of 3 states: Visible (100% brightness/visibility), Paused (35% brightness/visibility), and Invisible (0% visibility). Whenever a certain group's state changes, it smoothly fades to the appropriate values. This makes it visually very easy to tell which group is currently active, while still being able to see all the previous groups that lead up to the currently active one. Also, a "selection box" that hovers over the currently selected item in a menu (beside the cursor). It is fairly subtle, yet visible enough to easily notice. This box instantly moves to the next item selected, and is animated, while the cursor smoothly moves between items [very quickly]. It just makes it that much easier to pickup which item is currently selected. Got the idea from playing FFXII. Stuff that is currently only partially finished because I'm waiting for the next release of LTE GE (it has some new functions I need!): Finishing my custom skin class: The next release of LTE GE will have better support for stretching 2D textures on screen, which will make my life MUCH easier for the last little bits of my skin stuff, such as properly displaying GUI Images (so they'll be cut off when they should be!), and allowing me to finish off GUI Progress bars (currently it doesn't show the "progress" portion, only the border/background!) Getting rid of the last crash left in the game: The next release of LTE GE will implement some functions to give me better control of which sounds are loaded into the PSP's ram or not. It will make my life MUCH easier (not to mention, make my game much more reliable) once those functions are available to me, to fix this crash. I could do it now, but it would take much work, and once those functions are available, I'd rewrite what I'd written anyways, since they'll make my code more efficient as well, so why bother until then, right? Stuff currently on the table as my "next features to implement": Proper method for anybody NOT using a 1.5 PSP to have sound. Right now the game assumes you are using a 1.5 PSP (or thereabouts), and just directly attempts to access the Media Engine on the PSP. On later versions of PSPs, Sony put in more protections and such, and now you need to load a special module to get access to the Media Engine. Not a big issue, except that I've been having sporatic success with loading the module, at best. I'm hoping to find something that works all the time. Audio skins: In the same way as I have GUI skins, I'm toying with allowing the player to have audio skins as well. It should be relatively simple to implement, should I decide to do it, and all it would really do is give you custom sound effects for each GUI skin. This would be seperate of course, so the player could mix & match GUI skins with audio skins. Just a thought. Additional Kanji support: Because of the way the LTE GE loads fonts, I have to manually add any kanji I'll need, into my font file. I'd like to go thru the Japanese script I've received from Sky Render (thanks buddy!) and add in at least all of the kanji used up until my intended "first goal" of the game, that being Figaro Castle. Perhaps farther, but I have a feeling that they kinda go all out with their kanji usage, and that would eat up more of my time than it will be worth. I'll look into it. Script loading: Once I throw together some GUI layout files for the world map state (dialog boxes, etc..), I'll be toying with loading scripts into the game for display via these boxes. I'll likely be writing my own custom script files, instead of directly using Sky Render's, for those curious. I don't suspect this will be that hard, but I'll have to ponder exactly how I want to arrange the memory in the PSP for this. *ponders* Alternative locations for GUI layout groups: Typically all the GUI layouts are well formed enough that they won't get in the way of the 3D action happening in behind them, but with the dynamic camera action that'll [optionally] be happening during battles and whatnot, some of my pre-decided locations for GUI elements (such as speech during a battle, etc...) may kind of get in the way. This is something I've only passively been thinking on, so it may not make it into the game, but I've thought that perhaps I should write an algorithm for detecting approximately where on the screen the action is taking place, and deciding which (of 2, likely..) place to display certain GUI stuff, when it's supposed to pop up. Loading bar: I'm pressing for SiberianSTAR to write some functions into LTE GE to better facilitate my ability to put these in, but I honestly don't know if he ever intends to. Regardless, it IS still possible without, it'll just take a whole lot more coding on my part. Despite that the longest loading time so far on the game is roughly 5 seconds, this will very likely be making it into the game, it's just a matter of when. |
Post #140062
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Posted: 6th January 2007 21:53
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![]() Posts: 42 Joined: 12/10/2005 Awards: ![]() ![]() |
wooooooow!! It's nice...i was upset for along while and now i find this.
Cool -------------------- I'm the shadow in the night, I'm the wind that blows in your back, I'm the darkness... More dark than the night, more blak than the darkness, more red tha the blood that flows in the river of chaos and time... I'm the fabulous As15 |
Post #140280
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Posted: 7th January 2007 01:45
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Small update on the way things are going right now: I've been sick for almost a full week now, so that's both a plus and a minus; if I miss work, I can program more, but since I'm sick, I haven't the energy to program as much. >_<;
Regardless, that wasn't the update I'd intended for. I've been doing some research into which 3d format to use for the game, and I consider it likely to be a combination of .OBJ files for static (non-animated) objects, and .B3D files for animated objects. B3D supports skeletal animation, at only a slight cost to the CPU over "baked" animations, so I'd very much like to use it if at all possible. Even if I can't do skeletal animation for whatever reason, B3D still supports "baked" animations as well, so life is grand, and the people rejoice (yay...) Anyways, I've gotten myself another copy of Blender (a freely available open source 3D program that rivals many commercial programs out there...), and I'll be putting together some simple models for my own debugging use. I'll probably have every single debugging model I'll ever need done in less than a day. They're all so simple. The only limiting factor on me right now is the blender exporter to B3D format, which is currently "in testing", or so I've been told. I've gotten in contact with the exporter's author about it's status, and I'm just waiting on that. SO, until I have that exporter (or am informed that I will never have it, so I can start using a different taskflow...), I'm putting animated 3d models on hold for the world map state. 90% of my debug models will likely be unanimated anyways, so it's okay. With this bit of news tho, I'll be concentrating for the time being on some of the other things I've kinda put to the side, but as you can clearly see I am working on the world map state now! I've actually already created some GUI layouts for use in the world map state, such as dialog boxes and generic text output to the player. This post has been edited by nyxojaele on 13th December 2007 12:48 |
Post #140310
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Posted: 10th January 2007 12:42
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![]() Posts: 6 Joined: 10/1/2007 ![]() |
nyxojaele,
Recently registered on CoN forums to tell you that this certainly is a fine project you're working on (as I'm sure you've heard folks chant a trillion times!). Spent the better part of an hour reading the whole thread... let me tell you, I've certainly learned quite a lot from listening to you and Silverlance exchanging thoughts and ideas. I wish you the best on your project -- will continue to follow up on it. ![]() Slightly off topic, but aimed at Silverlance: would also be interested in seeing more snapshots of your stuff too. The image you posted on page 1 was quite amazing ![]() |
Post #140637
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Posted: 10th January 2007 18:12
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![]() Posts: 2,350 Joined: 19/9/2004 Awards: ![]() ![]() |
A lack of internet at home makes posting anything other than plain text a bit of an issue. I need to find some way to transport packets from home to work via paper. Hrm... gonna hunt around for that carrier pigeon RFC...
![]() -------------------- "Judge not a man by his thoughts and words, but by the quality and quantity of liquor in his possession and the likelyhood of him sharing." |
Post #140659
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Posted: 10th January 2007 23:47
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@Silverlance: You could try a Flash HDD (USB stick) or some such. Or worst case scenario, burning CDRWs, or an external HDD. Additionally, I also miss hearing from you Silverlance, you had some interesting things to say earlier on, that's for sure^^ And it's always nice to get some feedback from a fellow game programmer.
@ninthcircuit: Thanks for the uplifting comments, and welcome to CoN! Always nice to have fresh new faces around *welcoming party* |
Post #140679
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Posted: 12th January 2007 05:48
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![]() Posts: 1 Joined: 12/1/2007 ![]() |
nyxojaele for some reason i cant pm or email u so i thought id ask via this post.. im not sure if this program is still psp bound but while searching threw youtube for videos on psp programming i saw ur early teaser for this project running on psp. Im currently working on a project for the psp and we are currently looking for a coder to program it for us, ofcourse we arent expecting you to work for free so we will be paying u. Please let me know if you are interested and what ur rates would be.
Contact @: [email protected] asap Thanks -p |
Post #140851
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Posted: 12th January 2007 14:52
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![]() Posts: 2,350 Joined: 19/9/2004 Awards: ![]() ![]() |
Kinda hard. My main source of internet access until I can manage to phone them up (crazy hours, seriously - they expect me to be home before 4 pm on a weekday?) is at work, and while posting on a message board isn't too big a problem, I'd rather not risk my chief source of income over a few screenshots.
![]() I haven't checked on this project much lately, but are there any plans to make it into a PC version eventually, or is it PSP-only? The former would be more advantageous and accessible, but it's your project and I think we both know migrating from one platform to another isn't something that can be done just by setting a magic bit or writing some magical command somewhere in the source. ![]() -------------------- "Judge not a man by his thoughts and words, but by the quality and quantity of liquor in his possession and the likelyhood of him sharing." |
Post #140873
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Posted: 12th January 2007 23:08
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@SilverLance: I see- what sort of job do you do, if you don't mind my asking? I know at my job, they don't mind us doing a little bit of personal stuff on the computers during breaks and whatnot, so long as we're not installing P2P networks and such.
Interesting you use your MP3 player as a portable harddrive- same thing with what I use my PSPs for ;p Quote I haven't checked on this project much lately, but are there any plans to make it into a PC version eventually, or is it PSP-only? Perhaps, but no promises; see below. Quote I think we both know migrating from one platform to another isn't something that can be done just by setting a magic bit or writing some magical command somewhere in the source. Since I've already ported my PC version over to PSP, I've taken into account a lot of what needs to be done to port between PC and PSP, and have been kinda taking that into consideration with my programming. Also take into account that the LTE game engine I'm using is almost EXACTLY the Irrlicht engine on the PC, which takes care of almost everything hardware wise, for me. With that in mind, I think it'll be -almost- like setting a magic bit in my program to convert it over to PC, although I'll wanna redo graphics to be higher resolution since PCs aren't limited to a 480x272 screen hehe ;p And maybe convert the audio to MP3 .. since AT3 might be a bit of an effort to make work on the PC. Speaking of PC hardware, I recently took a photo of my developing system. I finally managed to finish an upgrade I'd been working on for a while now. This is mostly bragging, but be it known that some of this stuff is a HUGE benefit when programming, as I'm sure SilverLance can attest to. ![]() EVERYBODY can appreciate more monitor real estate... ^-^v |
Post #140914
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Posted: 28th January 2007 17:45
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
A small update on what's been going on. My most recent portion of code has been involving the terrain, and how I'm going to be structuring it is the PSP's RAM. My decision was to use an OctTree to display it.
OctTrees 101: We decide on a constant value. This value is how many triangles of a 3d mesh we want as a maximum inside 1 OctTree node. Now, imagine putting a 3d mesh inside an invisible box. This box is your "root" OctTree Node. Now divide that box in half, 3 times. Once on the X axis, once on the Y axis, and once on the Z axis. This will result in 8 equally sized "child" nodes of the "root" node. Check each child for the same thing, does it have more than our constant value we decided on earlier? If so, divide that child into 8 smaller boxes and continue doing the same checks/divides until every child has less than or equal to our constant value, triangles inside that box. The benefit of this is that I can tell the PSP to only draw the triangles inside the OctTree nodes that are visible right now. This saves the PSP all sorts of computing time. So, OctTree it is. Unfortunately, I'd have to calculate that octTree everytime we load the world map (which would likely be only once or twice per gaming session), and on my example map (which was QUITE small), that was roughly 8 or 9 seconds of waiting. In my opinion, that is unacceptable. So, as of late yesterday afternoon, I finished writing my "OctTree Serializer" which basically takes that whole tree of OctTree nodes (starting with the "root" node, and all 8 of it's children), and saves all that calculated data (which triangles are attached to which of the imaginary boxes...) to a file. So now instead of loading a 3d mesh and calculating an octTree for 8 or 9 seconds, I will load a 3d mesh, and load an ALREADY CALCULATED octTree and attach them together. I haven't finished integrating it into my game yet, but stand-alone, it is fully functional, and I suspect the loading time will be cut down to likely less than a second. Something kinda humorous. Typically, programmers will write small programs that will do something for them, to make their programming lives easier, or maybe write simple editors & whatnot to make creating content for the game easier, etc... Normally, regardless of what platform the game will be for, since it's being programmed on the computer, these "supporting programs" will usually be for the computer, since they'll never get distributed with the final product. Well, this is my first "supporting program" I've written for FFVI3DPSP, and what's kinda funny is that I made this program specifically to work ON the PSP, to help me create the content I need for my game on the PSP. During the time that I was working on that program, it had come to my attention that there was some demand for some tutorials on programming for the game engine I'm using, the LTE Game Engine. So, since I felt I needed a small break, I promised them I would write a tutorial or 2 after I finished my supporting program. So yesterday evening/night, I wrote 2 tutorials on LTE GE Programming. For anybody who's interested. These are posted directly on the LTE GE forums, since that's what it applies to. I hope it's no problem to post these links here. Creating a "barebones" application in the LTE Game Engine A Gamestate Handler in the LTE Game Engine Since I've now got that tutorial writing thing outta my system, I'm going right back to programming, and I'll be integrating an "OctTree Deserializer" (it loads the OctTree from the file, instead of calculating it) into my game now. Maybe, if there's enough interest, I'll be writing some more tutorials at some point, since I can do them relatively quick. But by far my main focus is still my game programming. With this simple terrain stuff I've been writing, I'm starting to see the limitations of the PSP's CPU. I'm gonna have to start being creative with how many triangles are being rendered at any given time in order to keep the framerate at a respectable level. With RPGs, I believe that a lower framerate is acceptable than for FPSs and such. I'll probably be shooting for a bare minimum of 20-25 frames per second, although ideally I'll want 60, which is the PSP's builtin maximum. |
Post #142670
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Posted: 1st March 2007 01:17
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
~whew~ Yah, it's been a while since I've updated you guys on what's going on. Unfortunately, I don't have much to report. I've had this ONE STINKING BUG holding me back for the past 2 or 3 weeks (because I'm stubborn that way, and not to mention other things going on in my life) whilst I tried to find out where it was. It was getting to the point where I wasn't looking forward to coding after work anymore.... BUT~! I've finally gotten the derned thing (literally, about 5 minutes ago), and progress shall now continue as advertised... sorta.
Programming will continue, but I've got to put a lot of my free time now into preparations for my coming trip to Japan. March 19th I fly out, and I'll be there on holidays for 2 months! (read: w00t!) I'll be bringing my laptop with me so if I find myself up late at night with naught a thing to do, perhaps I'll bring myself to code some more of the game, but it will BY FAR be at the wayside for while I'm out there. Upon return tho, after the required recovery time, it'll continue at the usual pace tho. Just to give you guys an idea of what to expect in the foreseeable future. |
Post #145179
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Posted: 5th March 2007 17:11
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![]() Posts: 78 Joined: 1/3/2007 Awards: ![]() ![]() ![]() |
looks great so far, but i don't think it's possible for one person to succesfully complete the whole project. You should prolly try to find someone to help. You'll probably have a much greater chance of finishing it with even two people.
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Post #145505
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Posted: 6th March 2007 15:55
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![]() Posts: 10 Joined: 6/3/2007 Awards: ![]() ![]() |
Iv'e just pretty much read this whole thing
Man, good luck with this i cant wait for it Ima wet myself in anticipation haha ![]() Looks amazing PROPER skilled you are:) |
Post #145561
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Posted: 16th July 2007 21:02
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i've read this all through, and im liking the sound of it. this kinda project sounds like a lot for one person, but it sounds like you are up to it. its been a while since the last post, so any updates?
-------------------- Currently Playing : Final Fantasy V Most Recently Beat : Elder Scrolls: Skyrim Favorite Game : Final Fantasy X The newest CoNcast is up! Have a listen! |
Post #153184
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Posted: 28th July 2007 01:33
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![]() Posts: 56 Joined: 11/3/2007 Awards: ![]() ![]() ![]() |
I'm very intrested in this, but it's been a long time since your last update. Is this a dead project, or are things just a little slow?
-------------------- PM me if you have any FF 4 SCC tips. Finished SCCs: Edge |
Post #154184
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Posted: 4th September 2007 04:36
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Yes, it has been a while since my last update/post to you guys. And I have to say, unfortunately, that there is nothing to report. As I last said, I headed out to Japan- and I was there for 2 months. Obviously, during that time, I didn't want to be working on any of my projects, so nothing happened during that time.
Upon arrival back in Canada-land, my workplace decided that since sometime late last year, I'd gone on a trip for the company, I was a prime candidate to make continued trips all over the place for various reasons vaguely along the same lines as the first trip held. That in mind, I've been travelling all over the place, and with all the stress entailed with that, I've not been up to the task of working on any of my huge projects during that time, not to mention that a good portion of my free time is eaten up with all the travelling, plus the fact that I work a minimum of 10hr days while I'm away from home. Stress++ ( -_-)zzzZZZZ During this summer, I spent a grand total of almost 2 weeks at home. The trips-for-work thing should be calming down sometime this fall tho (I hope!), and I want to assure you all that the project is NOT dead, despite what many of you would say. I still have it, and I still want to work on it. Just my life is currently not allowing me to. In it's stead, I'm working on smaller projects that don't require such a huge portion of my life, until my life (mainly my work situation) straightens itself out enough that it'll allow me to get back onto the FFVI3DPSP project. Yes, I'm aware that it sounds like I'm making excuses, and yes I'm aware that many people are interested in seeing progress with the project despite what my personal life might be like, so I must apologize to you all for that. All I can really offer to you in that light is the knowledge that the project will be continued as soon as circumstances allow. On the bright side, some of these smaller projects I've been working on have given me new insight into many programming aspects that I can apply directly to FFVI3DPSP, so I'm really looking forward to [re]writing the appropriate portions of code and see how well it works! To anybody interested in these small projects, the only one worth mentioning is called PACNyx. It's a utility for [eventually] creating mods for a game called Ragnarok Battle Offline (a doujin game based on Ragnarok Online). I'd provide a link, but I'm too lazy to check the forum rules about posting links to other forums, so if you want to read more about it, PM me. This post has been edited by nyxojaele on 4th September 2007 04:37 |
Post #156732
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