New Demos : need some Ideas / Desire. Please Submit ?

tuan kuranes

27-02-2006 07:44:48

actually the actual single demo is bloated, and near to be unusable to show all that plsm2 can do.

But I'm working on better demo, with the aim at releasing multiple demos showing multiple faces of plsm2, but less possible at a time.
Like ogre does, actually.

All idea/submission welcome.

for now I tought of :
- basic paging
- terrain + minimap + object placement (rts style)
- occlusion culling scene (I need building/house models)
- vegetation
- water + isles
- Dr Pain RTS demo (the one with minimap? is it on wiki ?)
- Physic demo (using OgreOde)
- deformation
- painting

nb : already made demos are welcome.

HexiDave

27-02-2006 09:39:19

I honestly think that a friendlier MapSplitter program would be a good addition - something with a GUI. Doesn't have to be all fancy, just something that lets you modify the settings of the terrain config/generation files without mistakes. Maybe even a short description of what each item does and what it produces - I'm fairly sure a lot of current developers would worship you for that.

Those demos look like really great ideas, too. I'll be glad to see the water/isles demo as well as the vegetation demo.

jacmoe

27-02-2006 19:07:44

Three demos:

RTS style with minimap, fog of war, object placement, marker billboarding..
Where you can pan and zoom and move like in Black and White! :)

Adventure style with first/third person - houses, plants, immersiveness.
This could demonstrate the infiniteness of the plsm world, loading and unloading of dynamic game objects.. Like Morrowind! :)

Grand Tourismo PLSM2 style! (OgreODE) :)

I think those could really show off the power of this scenemanager! :D

Crashy

27-02-2006 19:29:28

There should be soon a demo showing the " infiniteness of the plsm world" . All that I've to say

Falagard

27-02-2006 22:59:37

OMG I need to get GOOF out soon.

I have a GOOFCommon library that is separate from the editor and can be used for doing some of those things, including an overhead RTS style camera (or at least some code that can be extended for such a thing) and manipulators that are used to position and orientate objects (such as the DragManipulator).

Before you work on anything dude, consult me.

jacmoe

27-02-2006 23:27:56

OMG I need to get GOOF out soon.
Yes, you do! :)
I've decided that my cOnGlomeRatE game vehicle is based upon GOOF for entity management, etc - so you better! :P

But then I won't have any excuses ..

tuan kuranes

28-02-2006 08:24:49

@HexiDave: indeed a need. Problem is how to do that exaclty. I'll start a new thread for that.

@Falagard: Just thinking as for nown gathering ideas for when GOOF will come.

@jacmoe : seems more complete Demos than sample demo features. Could be interesting too. will wait GOOF for those. Btw, What is "marker billboarding" .


Last wave of post about 'how-to do this' about things that were supposed to be demonstrated in the demo showed me the need for more 'self explanatory sample code.' Which made me think current demo is far much too bloated, near unusable.

So to reformulate the need : Simples, as one feature demonstrated only but Very Expressive Samples. Good thing is that there could be many, many demos.

For example, one demo for each of these :

- Minimap
- Collision
- Deformation
- Painting
- Physic integration
- Huge map
- Dot scene loading per page/tile
- Vegetation (random using impostor + static geometry)
- Occlusion scene
- Multi camera scene
- Water + terrain.
- first/third person

Crashy

28-02-2006 10:16:18

- Vegetation (random using impostor + static geometry)

Impostors are a great Idean. I vote for this one :)

jacmoe

28-02-2006 19:15:11

Btw, What is "marker billboarding" .

Worldcraft3 had nice rotating billboards at the characters feet when selecting one - haven't tried WoW - but that's what I mean.

From Dagon changelog:
Added two new billboard/particle type: BBT_PERPENDICULAR_COMMON (perpendicular_common) and BBT_PERPENDICULAR_SELF (perpendicular_self). BBT_PERPENDICULAR_COMMON make the billboard plane perpendicular to a common direction, and BBT_PERPENDICULAR_SELF make the billboard plane perpendicular to their own direction. In other words, their facing to the given direction instead of the camera. It's useful for an aureola around the player and parallel to the ground etc. Both of them use an additional up-vector to determine the billboard X and Y axis.

tuan kuranes

28-02-2006 20:12:27

ok, I see.
Is it really done using billboard, What happens when character is on a edge ?