Thanks for everyone
TikariSakari wrote:Something that caught my eye on the video was when you picked up an item, you had to move the mouse to the confirm button. I think a lot of new games use some activate button like E or F for confirming their action to make it a bit easier for the player. You might have something like that already implemented, but just thought bringing it up.
Well i've just thought the same thing and yes you are right i will change that...
sabotage3d wrote:Would you reveal some of the techniques that you used ?
codingmonkey wrote:It is very impressive
And how did you create this transition between two scenes? when doors opened... black screen... and we see new room (scene)
It's very simple.At segment change i just release all the resources in the current segment and load the new one.It is extremely fast and ensures you can have literally unlimited levels. Most of the entities are derived from Urho3D::Node
So this way i can do recursive things in the scene (destroying resources recursively or load them)
I have a base class called INFNode which is derived from Urho3D::Node and has few virtual methods like :
// Loads this node's static data from a file
virtual void onInitialize(Urho3D::File &fie);
// Builds this node (called when player enters in the segment)
virtual void onBuild();
// Destroys everything associated with this node but keeps the node "alive"
virtual void onDestroy();
// called by projectiles in the scene returns true if the projectile should be stopped (destroyed)
virtual bool onBulletHit(float damage, Urho3D::Vector3 &dir, Urho3D::PODVector<Urho3D::RayQueryResult> &allResults);
So from this INFNode i have various other node types like :
INFDynamicMesh - holds a StaticModel component which is loaded at onBuild() and destroyed at onDestroy()
INFItem - holds a StaticModel and quatity
and finally i have a INFSegment which simply calls onBuild() onDestroy() onInitialize() on it's children recursively
Thanks to this technique i have an extremely clean and easy to read code , and its really fast (loading a segment with 37000-38000 poly's is literally a blink of an eye)
weitjong wrote:Amazing. After watching the video to the end at full screen, it did not give me a slightest motion sickness. i.e. you have done a great job at adjusting the FOV or something. Are you also the one who create those game assets? They look believable.
Thanks ! Well it's the fov and the player's move speed and i set the character controller's friction and mass at very low value. Actually setting the friction to 0 and the mass to 0.5 gives by far the best result unfortunately it has some issues that come from physics simulation (very thin objects on the floor like a sheet of a paper can block the player like theres a wall)
Regarding to level design and modelling , yes i did everything myself (except that revolver which is only placeholder for now , but i have already a bunch of weapons ready just need to create animations for them)