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Daimonin Forum  |  Project News  |  Official announcements  |  Programmers' blogs  |  Topic: polyveg 2005-04-26: Tile-Engine « previous next »
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Topic: polyveg 2005-04-26: Tile-Engine  (Read 531 times)
polyveg
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« on: April 26, 2005, 06:37:09 am »

After updating the player.desc file for sound, i am again on the stuff that we will call someday a tile-engine.
i am playing a little bit with rotating the tiles, but atm all the layers have the same 3d-positions. changing this is my next job Smiley
what you can see here http://people.freenet.de/client3d/  is the first step of the 2.layer.
this is a kind of fake, cause as i said before, all the tiles have same 3d-positions, so i rotated the trees in the texture file.
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Gecko
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« Reply #1 on: April 26, 2005, 11:57:24 am »

Great job poly =).
I guess you already know this, but the perspective seems different between the player object, the floor tiles and the trees...

Otherwise it seems that you are coming along in a steady pace. Interesting though, that the really complex stuff like skeletal animation was so much easier to implement than the simple tile blitting ;-). But I guess that is the cost of using a 3D engine.

I'm looking forward for the next update...
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polyveg
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« Reply #2 on: April 26, 2005, 01:55:38 pm »

thanks Smiley
Quote
the perspective seems different between the player object, the floor tiles...

perspective of submesh (tiles) is optimzed for hologram-devices (dev/holo1), perhaps you are using an unsupported display?
for these kind of devices tiles will get some perspective, after i have choosen a practical way to blit all that stuff. there are still some problems on it.
but atm i am not sure about the tiles format (testing in progress)  and ogre still hates me...
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polyveg
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« Reply #3 on: April 27, 2005, 09:29:59 am »

new client3d-binary available.

@artists: look at the file /client3d/media/models/player.desc
@red: player.desc has now anim-speed settings.
@pyroscroll: you know what to do Wink
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