... I'm really hoping to add a terrain editing tool similar to Unity's ... I've done it before on the PC and have all the shape tools so it would be good to have such tools purpose built for RPiThink data generated Terrain maps
Again, I was surprised how fast this performed in a 'relatively' complex environment ... collision detection for walking about can be simplified; only triangles on the XZ plane are considered (i.e. looking down).Collision detection is a big step toward an engine
Even serious games can stuff that up.
Yes, graphics look very dated at the moment! I'll be baking shadows/lighting into this particular model so it will look a lot more realistic (and of course implement the skybox)Gavinmc42 wrote: ↑Mon Jun 25, 2018 11:47 pmIt keeps getting better.
Don't smooth out the stairs too much it adds realism.
People have compliance in their limbs and head, a robot would see those bumps.
Just a tiny bit more and you have a first person shooter engine
Trying to remember but it looks like early to mid Quake graphics to me, better than Duke Nuken anyway
Do you see the sky box looking out a window?
I can remember that from Doom, "hey look, there is an outside".
Now I really need to know, how did you make the 3D models and textures?
That needs tutorial videos too
Sure Quake etc have been ported to Pi's but they don't teach anyone how to code games like them.
These sorts of graphics are going to get people interested.
Kids could 3D their schools etc
That could lead to interests in Architecture, civil engineering, surveying, landscaping, even interior design, perhaps game coding etc.
One of the firs things in 3D I tried years ago, perhaps I am not a tank or cathedral guy
What are you talking, about it's bleeding amazing nowTim, this is looking really impressive and will be stunning with baked shadows.
Yep tried many, many times to learn it. lucky for me, Bforartists made a new UI for Blender.Blender is a bit of a beast but I think the more recent versions are more accessible. Everything that the pundits do using masonic secret key combinations is available through menus and an online search generally points you in the right direction (rather than at a five year old version).
Hi Paddy ... I am searching all the triangles but in a simplified collision model (around 700 collision tris instead 12k tris for the visible version of the cargo bay) .. also the floor collision function quickly eliminates triangles using a fast XZ bounds check. However, I should eliminate triangle groups to speed things up.paddyg wrote: ↑Wed Jun 27, 2018 10:28 amTim, this is looking really impressive and will be stunning with baked shadows.
Are you searching all the triangles in the collision object for intersections or have you used some kind of indexing? In my rust version of pi3d experiment I started out iterating through the whole elevation map but, as it's a uniform grid, put in a jump to the relevant element. It occurred to me at the time that it might be better to use a more general system of indexing but that would also be messy if the mesh moves and rotates, as presumably your cargo hold does (or do you freeze it once you're inside?).
Did you ever get anywhere with building sdl2 to use the broadcom drivers directly?
Good to know, better than redoing things 10 times.I was dissuaded from even trying bforartists because of the lack of linux. And I've just about got the hang of some of blender so I need to keep using that so I don't forget it! ctrl-z is your friend (as in all sane applications) I use it about every tenth action in blender.
I was coming to the same conclusion, lots of googling and nothing else comes close to Blender/BforA.Might be best to bite the bullet and overcome Blender! At least once you've mastered it you won't need to learn anything else.
... as I said its a very rough baking! ... none of the detail comes out for the flooring and the walls are a bit blurry - plus the light is way over saturated at some points. When it's finished, I'll balance the lighting and only use shadow maps with tiled textures - this should look considerably better!
... I'll probably go as far as tiled textures with baked shadows and some selective normal mapping - but, as you say, it will take a bit of tweaking! I will improve this scene, then move onto the rest of the ships geometry to complete it (one of my news years resolutions .. 'Finish it!' )