OctaForge thread

yeah, no shit. :smiley:

Looks really good. I’m totally clueless about how stuff like that is done, but I envy your talent.

Colour me intrigued.

Man, you’ve done a hell of a job. Would love to see more.

Tonight I made guns and projectiles working and added chaingun and rocket launcher examples, here is a screenshot of how 2 bots and player end up when they’re not careful enough with the rockets :stuck_out_tongue:

Man this is so cool! I love the water effects and reflections.

I don’t see any water.

I think he meant the blood?

None the least, looking good so far.

There is water in the very first post, last screenshot.

Ah, should have quoted that pic when he mention it.

Thanks for pointing it out.

ah, i thought he was talking about the new screenshots :stuck_out_tongue: yeah, the water looks awesome

I’m back :slight_smile: This time with a new release.

The announcement is here: https://octaforge.org/node/108

This release actually includes working gun & projectile system, with those chaingun and rocket launcher examples. The engine got a new Lua glue code, making it shorter, less bug prone and improving performance. A new library called OFTL (https://github.com/quaker66/OFTL) was created, including all the standalone utility code used by OF (plus more). The source directory structure got reorganized, git submodules are being newly used. It can now also semi-automatically import Sauerbraten maps (including most of entities).

Enjoy some screenies of a map ported from Sauerbraten:





Yesterday I added a new engine feature: I can parse images directly from scripts and get r,g,b info about their pixels. The structure of the table after parsing looks like this:

{
w = WIDTH,
h = HEIGHT,
data = {
/* 2D array, [x][y], each coordinate contains
* { r = RED, g = GREEN, b = BLUE } representation
* of the pixel, each component is integral value (0-255)
*/
}
}

That can be used for lots of things. An obvious use I’m targeting is terrain generation from heightmap images (black/white image where lighter point is higher and darker point is lower), for now I’ve generated some well known internet memes :slight_smile: (each pixel is represented by a different colored cube, which is part of map geometry)

Trollface:


Nyan cat:

Unoptimized geometry cat:

Optimized geometry cat:

Forever unoptimized guy:

Forever optimized guy:

Forever shadow guy:

Forever eye guy:

Forever detail guy:

Forever alone guy:

Nice, seems to look as good as source engine :slight_smile:

One more question: what Enlightenment theme are you using? This one seems pretty neat.

I’m using Detourious. Not too much eye candy while still looking decent. Btw, E is getting actual release soon. I’m just finishing something for it, and there are some other smaller TODOs (I’m a dev in the E team).

The engine now has official support for Win64; previously, 32bit binaries were used, now it’s possible to build them natively.

This looks damn good. You have any future plans for this? Applications etc?

I was planning a storyline based SP FPS game with RPG elements (inspired by HL/HL2, Unreal and Stalker), a big project, will probably begin development during the year.

Another idea I had was Unreal remake project (something like BMS is to HL) but that would be very difficult to do.

For now there are two demos being made. One is oldschool shooter game in style of Alien Swarm (also top-down, against space zombies and big crazy computer, on asteroid base :stuck_out_tongue: ) but darker (it’ll be about half an hour gameplay, just a demo as I said) and one is a sort-of-medieval themed RPG (again, not too long).

Then there are some people planning their own projects on it (I know about a Doom 2 remake and possibly a continuation of the ChaosUT project).

Anyway, it’s all far from finished. I’m trying to bring it to beta as soon as possible, for beta I’ll be getting some more publicity/media push (first official server launch) and it’s supposed to be somewhat good to use by then (for now, it’s mainly for developers).

All the code is publicly available even now, however. Under a permissive license, too (MIT). And already works on 4 OSes (Linux, FreeBSD, Windows and Mac OS X), both 32 and 64 bits (maybe it would work on ARM too but for tablets etc. it would require heavy rewrites - like, rewrite the renderer to use GL:ES, make it more threaded, some more optimizations (SIMD?) and of course input)

looks great! the reflections are beautiful!!

Don’t know much about coding and all that, but you should try to improve the shading on objects (if that’s possible)

but looks really great! keep updating us :slight_smile:

Better lighting on models would be rather costly and would probably require migration to fully dynamically lit system … so I guess won’t be done in near future. There are way more important things to do, and I don’t have enough experience to rewrite the renderer from scratch with all these new features.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.