ID:35620
 
Keywords: 3d, c, core, shaders, tynkin


For a while I'd wavered on the idea of implementing a scripting language into Core. The idea seemed like it'd be more tedious and hectic than it'd be worth. Well, I was wrong.

I didn't like the idea of using an already existing scripting language, because I wanted to have full control over how it functioned, and set it up to be used inside my object tree, as you'll see, much like BYOND. The payoff is amazing. I can edit game logic without having to recompile. I attach game logic to objects, rather than defining it inside the code.

I'm following very much in DM's footsteps. I still have a lot of work to do on it, but I thought I'd throw a screenshot out. The frame rate is actually because I have so many individual objects out with different materials, I have some optimization to do with that, but as far as the 200 running procs are concerned, there is virtually 0 CPU usage.


world
New()
x = 10
while(x > 0)
y = 10
while(y > 0)
new("/turf",x-1,0,y-1)
ball = new("/obj/sphere",x-1,0,y-1)
ball.color1 = pick("red","green","blue","cyan","magenta","yellow","gray")
refresh(ball)
spawn(0)
while(ball)
addforceglobal(ball,0,10000,0)
sleep(random(5)*10)
y -= 1
x -= 1




Something else you may be interested in is my continuing work on shaders. I have bump mapping and parallax mapping working. This shot shows the illusion of extra mesh geometry, when in fact, it's just a flat grid, with a shader. The effect is more impressive in real time. I just took two screenshots and put one on top of the other to show the effect.



As for Tynkin, he's getting more detailed here and there. The shaders are working wonders on the model. He's got a bit of a "Zelda Windwaker" look to him, and that's pretty much what we're shooting for. In this shot you can see how different shaders are applied to different parts of the mesh based on the color region. Notice how the blue parts are toon shaded, while the gray parts have specular highlights and are not toon shaded. Also, the cyan parts do not repond to lighting at all, so they will glow in the dark. If you compare the Tynkin now to my previous models, he's come a long way already.

I think for starting this engine last November, I'm making pretty good time. Give me your thoughts!
The robot looks like hes made of candy.


*munch*... Err..uh... what robot?
I don't know what sort of candy you're eating.
Looks great, but what happened to your robot? It looks like some guy took a bite out of it or something.
That's really cool.
:O

Draw-dropping motion is about as good as I can get to explaining my reaction. You can call it "speechless."

Did you go to school for programming?
I took "Program Design and Development", which I really didn't learn anything from. Anything I could have gotten out of that class I learned in BYOND.
This is looking pretty cool. Nice job!

You should totally sell this when it's usable for making a game from start to finish. A BYOND-style gamedev platform in 3D, suitable for commercial games, would make a killing. All you need now is BYOND-style networking - unless you have that already!
I'm working towards a BYOND-style networking setup. My goal is for the developer to not have to worry about the networking side of things. I'd like for them to just be able to design their world, and have the networking be handled more or less by the engine.

Does anyone have any suggestions for things I might want to check out? I'm using Zoidcom as my networking library. I have it somewhat integrated already, but I haven't touched the networking side of things in a while. I'm going to try to tie CoreScript into it so when things like move() or refresh() are used, network messages are sent to clients to update them accordingly.

As for selling it, I think I'm just going to produce a few games in it on my own first, though I'll probably release it to some people to test for me.
Zoidcom looks interesting. I hadn't heard of it before. Seems like it's designed along similar lines as RakNet, which is good.

As for selling it, I think I'm just going to produce a few games in it on my own first, though I'll probably release it to some people to test for me.

It's certainly sensible to give it a thorough workout before you consider selling it; people like to know that the platform they're committing themselves to is usable. Still, I hope you will consider it eventually. =)
Does this mean that we're getting a 3D BYOND, but not? =p

Parallax Mapping though, that's pretty cool. Now you need Normal Mapping, and Specular Mapping to bring this bad boy up to spec. :D
I already have normal mapping. I have specular highlights, I don't use a specular map though. With the color regions though, you can basically accomplish about the same thing. Like... if you had a surface that had both shiny and not shiny portions to it, you could just use 2 different color regions, and apply different effects to each. Like the blue toon regions on Tynkin and the gray regions with the specular highlights.
Hopefully I get to be one of those lucky few that can help test the engine when you decide to branch test it... I feel I deserve it after you almost killed my computer, lol.

Anyway if you run out of ideas I'm always full of suggestions.