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Just found this documentary-style video about the Origins of Open World Gaming, which also mentions Hunter :)
https://www.youtube.com/watch?v=EdV_2svrDVc |
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If more people understood this, more would be created ;) |
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Sorry for the lack of updates, I had to redo the character controller and after that was done I somehow broke my vehicle physics which I couldn't find the solution after countless attempts till I finally found a workaround.
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I made good progress the last several days. More buildings with interiors, including the Headquarter; Modeled some props, furniture and terrain objects; Added a zoom function to the aiming feature; The missile boat now fires guided missiles with a little pixelated particle effect trailing behind them :) Oh, and I added an animated flagpole, fluttering in the wind :) All vehicles and weapons now take their data from XML files that are loaded at game start.
Currently I'm implementing a day/night cycle. |
Youtube videos or it didn't happen.
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Current task: Coding a lock-on system for the missile launcher on the missile boat. about 75% done :)
Also, some work in progress models. http://cherno.lima-city.de/hunter/006.jpg http://cherno.lima-city.de/hunter/007.jpg |
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Great work.. Love hunter will have to download the work in progress and check it out... |
Cool. Just be aware that the version currently uploaded is a first effort to gartner interest ;) In the meantime, I have added a lot of things, but haven't released a new version so far because it still needs some tuning.
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Excuse the lack of progress reports, I'm currently trying to tackle the streaming ob world objects, which is a completely new thing to me and progress is very slow (partly because it's also not much fun and also pretty complicated). You see, with a fairly big game world (nearly 15 kmĀ² / 10.5 square miles), with lots of things like buildings, vehicles, trees and whatnot, it's very resource-intensive to have it all "there" at the same time. This is why open world games like Skyrim or Fallout stream objects in and out of virtual existence while the player moves through the world. The world is divided into chunks or cells, and only the objects in cells near the player's current position are actually fully "there" with their models, AI, physics and so on, while the vast rest only exists in memory.
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Do you (want to) have overhangs such as caves? Otherwise you could employ the good old heightmap trick to get such gigantic worlds with little actual memory used for the world data. With such a low resolution world as hunter has, each pixel in the heightmap could represent a significant amount of on-screen space.
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And no, there are no caves or overhangs. It's all just like we know it from the original Hunter ;) |
Well the objects are also pretty low resolution, so perhaps you are solving problems here that don't actually exist? ;)
(I get it though, of course you feel the pressure of the fact that the game ran on a standard A500 with almost no resources at all). |
Actually the issues at hand is not the complexity of the models as most are indeed extremely low-poly, but rather that the Unity Engine doesn't like having hundreds and hundreds of seperate gameObjects in the scene at once, even if they are just cubes that don't do anything. Once a four digits number is reached, frame rate starts to drop.
The original even had to make sure that only one other character was on screen along with the player, so I should be glad to have a little bit more power at my disposal ;) |
The scene for rendering and the world data should be two separate things though. I thought we were talking about the streaming of world data.
Meh, that's too technical for this thread. Moving along! |
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Yea i didn't quite understand the game should be MVC at least and only objects seen in the view rendered in the scene. |
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