As for underground terrain, the trick can be how do you cut through the terrain to get under it when your terrain is based on heightmaps. This is where the stencil buffer kicks in. With the stencil buffer you can use it to mask out a portion of the terrain where you dont want the terrain to render (the cave entrance). Then youd draw the actual cave using whatever means you have for drawing interiors. It could be a BSP level or a simple 3D model, whatever you want.
You can usually get existing animations off the web for normal shapes like 2 legged creatures. Then when you play it back you need to have certain variables defined such as animation speed vs. frame rate. When you play back the animation you want to play it back at a defined speed per second. Since framerate varies youll need to adjust the playback by interpolating between points using the framerate to calculate the interpolation. I use LERP for the interpolation math.
One thing I've always been wondering how to do is to give characters more realistic movement, and not be a "locked" animation.
All my attempts at physics on moving characters results in ugly twitching and stuff spazzing out. Friction, and friction thresholds seem to be difficult to do.
As for this... How do you plan to have underground terrain, or features that fold over above something?
Thanks for the reply. The original concept would have had everything from walking to ground vehicles to aircraft to space craft. All the vehicles would have included small one man vehicles for scouting, recon, fighting, transport, etc.
The game is currently on hold, but Im working on a new scaled down concept with the focus on single fighter space ships. Itll have a single player and multi-player campaign.
:-) I guess I should have rephrased that. It had nothing to do with technical understanding. I started to compare it to the size of my local town but realized no one would know how big my local town is.
In short the small planet is the size of a large town, the medium planet about the size of NJ and the large planet about the size of the US. A planet can be any size limitted only by disk space. I load dynamically so no additional ram is needed.
As for underground terrain, the trick can be how do you cut through the terrain to get under it when your terrain is based on heightmaps. This is where the stencil buffer kicks in. With the stencil buffer you can use it to mask out a portion of the terrain where you dont want the terrain to render (the cave entrance). Then youd draw the actual cave using whatever means you have for drawing interiors. It could be a BSP level or a simple 3D model, whatever you want.
Quadgnim 2 years ago
You can usually get existing animations off the web for normal shapes like 2 legged creatures. Then when you play it back you need to have certain variables defined such as animation speed vs. frame rate. When you play back the animation you want to play it back at a defined speed per second. Since framerate varies youll need to adjust the playback by interpolating between points using the framerate to calculate the interpolation. I use LERP for the interpolation math.
Quadgnim 2 years ago
One thing I've always been wondering how to do is to give characters more realistic movement, and not be a "locked" animation.
All my attempts at physics on moving characters results in ugly twitching and stuff spazzing out. Friction, and friction thresholds seem to be difficult to do.
As for this... How do you plan to have underground terrain, or features that fold over above something?
weylin6 2 years ago
Thanks for the reply. The original concept would have had everything from walking to ground vehicles to aircraft to space craft. All the vehicles would have included small one man vehicles for scouting, recon, fighting, transport, etc.
The game is currently on hold, but Im working on a new scaled down concept with the focus on single fighter space ships. Itll have a single player and multi-player campaign.
Quadgnim 2 years ago
:-) I guess I should have rephrased that. It had nothing to do with technical understanding. I started to compare it to the size of my local town but realized no one would know how big my local town is.
In short the small planet is the size of a large town, the medium planet about the size of NJ and the large planet about the size of the US. A planet can be any size limitted only by disk space. I load dynamically so no additional ram is needed.
Thanks for the comment.
Quadgnim 3 years ago
im new to this game .. is there any single player ships i can fly? or is there just capital ships
douche2012 2 years ago
im a Computer nerd and i under stand whats the size of the planet tell me!!
Dannirock2 3 years ago