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Author Topic: [ODFAEG] (Open Source Development Framework Adapted for Every Game)  (Read 139314 times)

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Lolilolight

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New features added!
« Reply #240 on: May 28, 2014, 12:57:33 pm »
Hi!

I've added a class to attach tiles together, (the class  BigTile.)

I've also added the sound module.

Mmmm..., I have to rework the lighting/shadow system and normally all is finished for the 2D and the 2.5D.

So the next functionnalities'll only concern the 3D.




Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #241 on: May 28, 2014, 01:06:33 pm »
Will you keep saying every post that its just a little thing then its finished and then you never are? :p

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #242 on: May 28, 2014, 09:54:36 pm »
There is a tutorial and a demo but I certainly need to make other things like : class documentation, a website, etc...

I'll not say a delay anymore because I really don't know about the time it'll take, I didn't expected that make the documentation'll take so long.

PS : I must also thing about a video which'll encourage anyone to keep an eye on my framework.
« Last Edit: May 28, 2014, 09:56:50 pm by Lolilolight »

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #243 on: May 29, 2014, 01:49:15 am »
stop thinking and do.. why don't you implement something new every day and show us the screenshot of what you have? it would certainly keep everyone more interested and would be more fun than reading "I found a new bug, I had to rewrite everything"..

Trust me, your classes are poorly designed so far and you will need to refactor most things many times until you have something you love, let alone impressing other people.. That's why making an engine for all games takes years, and you want to do it in months with no experience..

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #244 on: May 29, 2014, 10:00:28 am »
Yeah good idea.

I'm actually reworking tilesets to do this.



Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #245 on: May 29, 2014, 05:33:43 pm »
It's quite annoying to put all images on a tileset so, I think I'll begin to make the final version, the second version is pretty finished anyway.
And most of all, there are some shaders that I want to test!

So, the next news'll not be given until. (I don't know when)

I don't want to bring news that'll not encourage people.




Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #246 on: May 29, 2014, 09:21:27 pm »
Ok, I'll try to make that..., I have just to make hero and monsters tilesets......
But it can already does a lot of things so it'll take time to make a video of everything...

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #247 on: May 29, 2014, 10:28:38 pm »
There are lots of tilesets in the web.. Use some to get going.. To pack png's into a tileset I recommend texture packer..

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #248 on: May 29, 2014, 10:41:57 pm »
Yeah I use them but I have to retouch them, because, the background is not transparent and they are not on a big image.

And sometimes the shadow is rendered. (I don't need it, I can generate light and shadow myself with a shader)

I have begin to write a small  shader for this :

perPixelLighting = new Shader();
    const std::string   vertexShader =
    "void main () {"
        "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
        "gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;"
        "gl_FrontColor = gl_Color;"
    "}";
    const std::string fragmentShader =
    "uniform sampler2D depthBuffer;"
    "uniform vec3 resolution;"
    "uniform vec4 lightPos;"
    "uniform vec4 lightColor;"
    "const vec2 size = vec2(2.0,0.0);"
    "const ivec3 off = ivec3(-1,0,1);"
    "void main () {     "
        "vec2 position = ( gl_FragCoord.xy / resolution.xy );"
        "vec4 depth = texture2D(depthBuffer, position);"
        "float s01 = textureOffset(depthBuffer, position, off.xy).z;"
        "float s21 = textureOffset(depthBuffer, position, off.zy).z;"
        "float s10 = textureOffset(depthBuffer, position, off.yx).z;"
        "float s12 = textureOffset(depthBuffer, position, off.yz).z;"
        "vec3 va = normalize (vec3(size.xy, s21 - s01));"
        "vec3 vb = normalize (vec3(size.yx, s12 - s10));"
        "vec3 bump = normalize(vec3 (cross(va, vb)));"
        "vec4 pixPos = vec3 (position.x, position.y, depth.z, 0);"
        "vec4 vertexToLight = lightPos - pixPos;"
        "float attenuation = 1.0f - (length(vertexToLight) / lightPos.a);"
        "vec3 dirToLight = normalize(vertexToLight.xyz);"
        "float nDotl = dot (dirToLight, bump);"
        "float attenuation *= nDotl;"
        "gl_FragColor = lightColor * max(0.0f, attenuation);"
    "}";
 

But it's for the 3D, and, I havent' tested yet.
The idea is to generate the normal map with the depth buffer.

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #249 on: May 29, 2014, 10:55:58 pm »
You want to have everything working from the start, you have absolutely nothing to show and yet you re trying to make lighting right away? Even worse that you are clearly not comfortable with what you're doing, that shader code is probably copied from somewhere they way you speak about it...

lezebulon

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #250 on: May 29, 2014, 11:00:55 pm »
17 pages and not even anything to show.... I don't get it
who do you think will use this ? I can't even tell what are the key feature that are not utility stuff
« Last Edit: May 29, 2014, 11:06:23 pm by lezebulon »

StormWingDelta

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #251 on: May 30, 2014, 02:45:03 am »
Why not try getting a working mini-game up and running with what you have currently since it would help in building the Engine.  I'd build the engine as I was building a game or two that would be using it rather than trying to build the engine without any game to use it.  Also you could have a large number of demos that show what the different functionality does as well if a full game is too complicated. :)


Try to keep in mind people are going to keep nagging at you until they see something worth getting interested in or until you can prove you aren't getting in over your head.  Github allows us to help you so if you want help with something just ask and we'll help.
I have many ideas but need the help of others to find way to make use of them.

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #252 on: May 30, 2014, 07:56:46 am »
Yeah maybe I shouldn't do the 3D yet, and make a 2D game as a demo.

My shaders are not copied from anywhere I simply do them by myself with my own knowledge of opengl and by reading some tutorials :

http://mdeverdelhan.developpez.com/tutoriel/dynamiclight/tutoriel1/

I've also to search how retrieve neightbours pixels in a texture. (So I've found the offset function)

Do you think that I copy paste source code like some of you ? It never gives the results that you hope to have anyway, so, I've no interest of doing this.

My shader is totally different than the shader presented in his tutorial and it doens't manage diffuse component yet, and most of all, he doesn't use FBO and I do, this tutorial seems to be pretty old,

But I have to test my shader later.

It's nice to present screenshot of copied projects and one of them was created and has the same name than the old name of my framework (so funny) but please don't compare me to you.
Thanks.
« Last Edit: May 30, 2014, 08:03:11 am by Lolilolight »

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #253 on: May 30, 2014, 12:44:05 pm »
The best response I can make to that last post is: AAHAHAHAHAHAHHAAHHAHAHAHA

select_this

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #254 on: May 30, 2014, 01:21:47 pm »
...

Do you think that I copy paste source code like some of you ?

...

It's nice to present screenshot of copied projects and one of them was created and has the same name than the old name of my framework (so funny) but please don't compare me to you.

You haven't got 10+ members of the community all saying the same thing to you for no reason at all - you're not normally as abrasive as this so perhaps we can let that slide, but you just don't seem to want to listen to criticism, constructive or otherwise - this is probably why replies to your posts are getting shorter and more curt than they would be otherwise. Sometimes it seems like your responses indicate that you're getting the message, per se, but then your subsequent posts seem to revert back, which I imagine is increasing the frustration.

I, for one, would love to see all your hard work come to fruition. As far as I can tell no one wants you to fail, they're just advising that you're likely to in your current course of action, based on the experience of thousands upon thousands of developers and programmers. We're saying all this to help you succeed.

You obviously have a lot of determination, which is fantastic - I hope that never leaves you. But you also seem to have excess pride - if you can curtail that and listen to all the advice given, without judgement of character or intention on either side, you'll get where you wanna go a lot quicker and a lot less painfully.  :)
« Last Edit: May 30, 2014, 01:27:53 pm by select_this »
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