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07. February 2012, 03:04:04 AM
Xith3D CommunityProjectsYour Projects (Moderator: 'n ddrylliog)Sonic the Hedgehog 3D Fangame (old topic)
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BrazilianBoy
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« on: 20. August 2007, 09:32:17 PM »

Hello. I've been watching xith since some time ago, and I'm already using it on some simple projects. But I wanna make something BIG!!!

So, I'm starting this project: A complete Sonic fangame, entirely made with Xith3D. But I need some help:

1> Where can I find a GOOD (and free) BSP map editor?
2> Is the COLLADA support ready (or working)?
3> What about physics (XPAL)?
4> Is it possible to create a kind of texture repository (with texture locator) and "plug" this locator on the model loaders?
5> There was any performance upgrade after the 0.9b2 release?
« Last Edit: 15. September 2007, 01:38:23 AM by BrazilianBoy » Logged

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Marvin Fröhlich
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« Reply #1 on: 20. August 2007, 11:03:22 PM »

Hello. I've been watching xith since some time ago, and I'm already using it on some simple projects. But I wanna make something BIG!!!

Good to hear Smiley. And good luck Smiley.

1> In ancient times I used WorldCraft to create halflife maps. It was the most used map editor for several games. And it was free. Don't know, if it is still an active project. But google will tell you Wink.
2> As far as I can tell: almost.
3> AFAIK, it is compete.
4> Well, the TextureLoader (which is used by all the model loaders) caches the Texture instances. Is this, what you meant? Additionally there is a ResourceLocator/ResourceLoader system. Please read XIN about it.
5> Nothing specific. Why?

Marvin
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BrazilianBoy
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« Reply #2 on: 21. August 2007, 12:06:27 AM »

Wow! The guys in here are really fast!!

1> Google is always a good friend...
2> That's good. Just a matter of time.
3> Yeah! I can´t wait to start programming!
4> So, if I load a texture using the loader, it will still on the cache? Then I just load the     model?
5> I had problems with this release. The app (even a simple rotating cube) starts getting slower and slower, it lags a lot, until it crashes. I'll test the SVN trunk.

Thanks a lot!!!
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« Reply #3 on: 21. August 2007, 12:13:48 AM »

Wow! The guys in here are really fast!!

We give our best Smiley.

4> So, if I load a texture using the loader, it will still on the cache? Then I just load the     model?

I'm not sure, if I understood you here. I will try to explain, how it goes.
If a Texture is loaded through the TextureLoader, the Texture is stored on a cache and it stays there and is simply retrieved from the cache if loaded next time. All model loaders use the TextureLoader to load their textures. So, if you have loaded a specific texture manually before you load a model, that needs this texture, the texture is taken from the cache when the model loader asks for it.

5> I had problems with this release. The app (even a simple rotating cube) starts getting slower and slower, it lags a lot, until it crashes. I'll test the SVN trunk.

Well, I don't remember. Maybe we did the GC-friendliness patches after that release. Just try the SVN as you say.

Marvin
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BrazilianBoy
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« Reply #4 on: 21. August 2007, 12:17:33 AM »

Do I have to clear the cache manually? If I load too many textures, the textures that already are in the cache won´t be overriden?

EDIT: I've already found a nice editor called GtkRadiant. Anyway, I think that BSP maps have problems with wide open areas, wich are the eye-candy of Sonic games... Let's see what happens.
« Last Edit: 21. August 2007, 12:48:12 AM by BrazilianBoy » Logged

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« Reply #5 on: 21. August 2007, 12:57:29 AM »

Do I have to clear the cache manually? If I load too many textures, the textures that already are in the cache won´t be overriden?

When I last had a look at the texture cache, I had some problems to understand it. There are some kinds of weak links used, that should be removed automatically, if there are too many. But I may have misunderstood it. Well, let's see. If you have a memory problem, we can see, what we can do against it.

EDIT: I've already found a nice editor called GtkRadiant. Anyway, I think that BSP maps have problems with wide open areas, wich are the eye-candy of Sonic games... Let's see what happens.

BSP is not designed for wide open areas. You would have to use LOD to replace some expensive parts with less detailed meshes. Of course you will find tools in xith to do that.

Marvin
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« Reply #6 on: 21. August 2007, 01:05:29 AM »

BSP is not designed for wide open areas. You would have to use LOD to replace some expensive parts with less detailed meshes. Of course you will find tools in xith to do that.
Marvin

Is it possible to frustum-cull the nodes of the map? Then my problem would be solved.


PS: What is the ShapeFinder class?
« Last Edit: 21. August 2007, 01:07:53 AM by BrazilianBoy » Logged

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« Reply #7 on: 21. August 2007, 01:10:16 AM »

Is it possible to frustum-cull the nodes of the map? Then my problem would be solved.

The whole scenegraph is always frustum culled. Do you use BSP's PVS feature? It should be on by default, but I don't know, which version you're using. So it might be a little different.

PS: What is the ShapeFinder class?

It is used to find shapes by criteria in the scenegraph. You have the xith source, haven't you. Just sneak into this class'es source. It's quite short and simple.

Marvin
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« Reply #8 on: 21. August 2007, 01:16:30 AM »

I'm not using BSP maps by now. But which versions are suported by the loader? (Is there a documentation for it?)
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« Reply #9 on: 21. August 2007, 01:20:09 AM »

I'm not using BSP maps by now. But which versions are suported by the loader? (Is there a documentation for it?)

A documentation for the BSP loader? No. There's only a test case in xith-tk. I have no idea, which versions it supports. All I can tell is, that it doesn't support dynamic elements from the BSP file.

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« Reply #10 on: 21. August 2007, 01:24:53 AM »

Well, that's normal. I'll try using it to load Quake maps, cause those should be supported. This solves my main problem: how to create, load, and render the maps.

Can I use BSP maps with physics?
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« Reply #11 on: 21. August 2007, 01:29:42 AM »

Well, that's normal. I'll try using it to load Quake maps, cause those should be supported. This solves my main problem: how to create, load, and render the maps.

Is this a question or a conclusion?

Can I use BSP maps with physics?

If you mean collisions, then yes. It is something, that I was working on some weeks ago. The auto-generated colliders are not perfect. You can see, what I did so far in the BSPGameTest.

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« Reply #12 on: 21. August 2007, 01:33:06 AM »

Is this a question or a conclusion?

Yeah, it's a conclusion. BSP will definitely fit my needs.

Your work is pretty awesome Grin
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« Reply #13 on: 21. August 2007, 01:36:52 AM »

Your work is pretty awesome Grin

Oh, it's not all my work Wink. I didn't write the BSP loader from scratch. I just extended and tuned it and cleaned it up. And I didn't create the map. But I put it all together and integrated (and wrote) the FirstPersonInputHandler and physics integration.

But thanks anyway Smiley.

Marvin
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« Reply #14 on: 21. August 2007, 07:04:18 AM »

Hello. I've been watching xith since some time ago, and I'm already using it on some simple projects. But I wanna make something BIG!!!
Well, we have some secret fans Smiley Something big ? Good idea.

So, I'm starting this project: A complete Sonic fangame, entirely made with Xith3D.
Oh great so I'm not the only one here to be keen on Sonic ? Great !

But I need some help:
Oh sure.

1> Where can I find a GOOD (and free) BSP map editor?
I would have advised you to use GtkRadiant but you were quicker than me.

2> Is the COLLADA support ready (or working)?
The skeletal animation support is a work-in-progress, coming very soon, thanks to maguila and myself. Static models are loaded okay, as long as they're "triangles", not "polygons". So you can concentrate on animations later, for now get your physics right.

3> What about physics (XPAL)?
We're doing well, thank you Smiley Development is done as requests come so just ask, and you'll see

4> Is it possible to create a kind of texture repository (with texture locator) and "plug" this locator on the model loaders?
The model loaders will usually expect to find textures in the base directory (e.g. parent directory/URL) of the model.

5> There was any performance upgrade after the 0.9b2 release?
Performance is always increasing.

Good luck ! Enjoy Xith3D !
« Last Edit: 21. August 2007, 12:29:56 PM by Amos Wenger » Logged
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