clrg : what's your configuration (CPU, graphic card) ? I moslty test the code with chrome, I just realised than chrome's performances are way better than firefox 4 (at least on ubuntu).
Another problem I just experienced : the drawing of the 2D interface I lately added is very costly because some textures are uploaded to the graphic card each frame. I have an idea to solve this problem, I hope it will fix it !
I also lowered the view radius : less objects are drawn, this should increase performances. I'll soon add shortcuts to personalize the view and be able to hide the interface.
Thanks for the replies, the models looks much nicer now :).
I have another question : when I load the goblin or the zombie, I have problems with the height of theses models : when it walks feets are bellow the ground but when it dies the height is ok. I saw the scale of the armature was not 1.0 for thoose models, how can I change this without altering the mesh ?
2 months ago, I started writing a .blend (2.49) file viewer in webGL. Now for my personnal use I use md5 files, so I don't think the blend loader's code will evolve a lot. Anyway it's licenced under GPL 3, so you can take some portions of code if you wish. But the code is quite dirty and poorly commented :P. The loader does not handle animations, nor is able to unpack texture files (I was close to achieve it) http://www-valoria.univ-ubs.fr/Nicolas.Bonnel/3D/loader.html
I played a game with firefox b4.0, I went till level 14, no crash but some slowdowns, especially when there is a lot of npcs.
On the gameplay : I started shooting in front of me, but after having taken some chest, I only shooted in the rear until the end of the game. Is this intended ?
I just have implemented both interpolations. I find that slerp give better results, but I will perform some test with more models to see the computation cost of slerp vs nlerp. For the moment the frames shown are hardcoded (4->11 = walking on the skeleton model), I will change this soon.
clrg : what's your configuration (CPU, graphic card) ? I moslty test the code with chrome, I just realised than chrome's performances are way better than firefox 4 (at least on ubuntu).
Another problem I just experienced : the drawing of the 2D interface I lately added is very costly because some textures are uploaded to the graphic card each frame. I have an idea to solve this problem, I hope it will fix it !
I also lowered the view radius : less objects are drawn, this should increase performances. I'll soon add shortcuts to personalize the view and be able to hide the interface.
It seems so simple to draw these spaceships ... Nice tutorial. What main tool do you use for this ?
First post updated, I ll post the changelog here now :
- Added sky, fog and a grid system for optimization, there is now 2000 objects on the map and the demo should run on lower hardware.
- Added static models (chest, house, shrine, trees). Added monsters : minotaur and antlion (special thanks to pfunked : you made awesome stuff).
- Linked a sword to the skeleton model : you can now attack monsters.
- Added collision detection
- Monsters have an health disk bellow them and can now die.
- Improved drawing (objects in the view radius but in the back are not drawn anymore)
Thanks for the replies, the models looks much nicer now :).
I have another question : when I load the goblin or the zombie, I have problems with the height of theses models : when it walks feets are bellow the ground but when it dies the height is ok. I saw the scale of the armature was not 1.0 for thoose models, how can I change this without altering the mesh ?
Wow, great work johndh !
Hi Clint,
I'm currently working on your goblin with blender 2.49, I have a few questions :
- Your models are untextured, but vertices have a colour : is it possible to generate a texture from the vertices colour ?
- What method should I use to unwarp UV ? (for the moment I use smart projection)
- Is there other tools for painting than the brush ? Can I fill a face with a color ?
Hi,
2 months ago, I started writing a .blend (2.49) file viewer in webGL. Now for my personnal use I use md5 files, so I don't think the blend loader's code will evolve a lot. Anyway it's licenced under GPL 3, so you can take some portions of code if you wish. But the code is quite dirty and poorly commented :P. The loader does not handle animations, nor is able to unpack texture files (I was close to achieve it) http://www-valoria.univ-ubs.fr/Nicolas.Bonnel/3D/loader.html
I played a game with firefox b4.0, I went till level 14, no crash but some slowdowns, especially when there is a lot of npcs.
On the gameplay : I started shooting in front of me, but after having taken some chest, I only shooted in the rear until the end of the game. Is this intended ?
I just have implemented both interpolations. I find that slerp give better results, but I will perform some test with more models to see the computation cost of slerp vs nlerp. For the moment the frames shown are hardcoded (4->11 = walking on the skeleton model), I will change this soon.
Nice one !
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