Pirate Hell v2

ARRRR!



Ya wanna hear a fine stoory? A story aboute gold and treasures?



Hehehe, I do not have no one.



But I have something better.



A way to create ya own!



And I’ll call it: Pirate Hell! (Extended Edition)



So guys. As I promised, here’s my announcement for the big great plan to create a game that has everything:

Fast gameplay, much action, loot, upgrades, excessive particles, loot, more or less intelligent enemies, loot, different missions, characters, loot, someday a coop-mode and, the most important: loot, loot, loot (We’re pirates! We ain’t care for anything else!)



What am I doing now?

  • path-finding (with the ‘a-start’ algorythm)
  • Really fast collision calculation
  • Graph-building (the network the Path-finder can find the ways from)
  • and level-creation (the jmp-terrain-builder is just what I need)



    As you see there’s much background-work to do so I cannot show very much. I think this will continue for several months because I want to create a very strong and flexible game-system.



    So here’s a screeny from the graph-building-part:







    Every island will be abstracted to a n-gon so the path-finding and collision-calculation can be reduced to a 2-dimensional space (which I hope, will be causing really really fast calculations)



    Also the path-finding finally works.



    And at least something more fancy: a new ship!







    That’s all for today. Updates will come soon.



    ceiphren
9 Likes

Nice! good luck with the project…



I had thought about doing 2-d collision calculations as well, it makes sense for boats since they cannot “jump” or fly, eliminating the need to calculate anything in that direction.



Ship looks nice, what’s your pipeline for your models?

Awesome!!

I love how you’ve incorporated TerraMonkey into your game. That mix of deep and shallow ends really breaks up the scene beautifully.



Did you ever play Warcraft 3: Battleships?

http://www.youtube.com/watch?v=CxhSAWDjdXw



Seeing the water plus these terrain shapes from this angle I was immediately reminded of it. If your game becomes anything like Wc3 Battleships, I’ll play the heck out of it. I’d say it’s definitely a game worth researching, regardless of your vision.

@kbender88: currently it’s blender but I’m saving money for a 3d-studio license. Regardless blender is an awesome tool, 3ds has some advantages which saves hours and hours of time.



@erlend_sh: Well I’m a wc3-fan but I never heard of that mod. I’ll look at it.



The water-effect with terra monkey was a funny one. I played around with the jmp-features and, pop, there was this awesome effect. I really like it 'cause it adds a lot of variation to the water.

Awesome!!! Glad to see that this is being continued. The new ship looks beautiful, I’d love to see some native Bullet + cloth on those sails :smiley:

Yeah, thats cool :slight_smile: Softbody physics is definitely post-3.0 but with the nice advantages with native bullet lately that could really be 3.1 already :wink:

3 Likes

@ceiphren :

Veeery impressive as usual :stuck_out_tongue:

n-gon path-finding algorithm? - 8O , never heard about this until today!



@normen : I still so excited when I hear the news about SoftPhysics, really want to test out my character’s giigle boobs :stuck_out_tongue: :

@normen said:
Yeah, thats cool :) Softbody physics is definitely post-3.0 but with the nice advantages with native bullet lately that could really be 3.1 already ;)


3.1 , waiting !!!!!!!

Out topic a little bit, more about physics:

Remeber that I 've failed a while ago when I've try to play with JNI and native things...
As I can see in bullet source code of JME engine, we almost wrap C++ object with an correlative Java Object, how can this be done?, manual code or with the help of GlueGen ?
@atomix said:
As I can see in bullet source code of JME engine, we almost wrap C++ object with an correlative Java Object, how can this be done?, manual code or with the help of GlueGen ?

Simple: When I wrote the jbullet wrapper I cared for it being compatible to wrapping a native library just as well ^^ All manual code, yeah. Actually for supported platforms you can already use native bullet with a few issues here and there (mainly collision) by just replacing the jar files, the API is exactly the same.

@normen : -.- You 're an A.I !



So how can I take a peak to 3.1 code.

Is there going to be another package named jme3.bullet.soft which wrap all the code of C++ BulletSoftBody package :



btSoftBody.cpp → jme3.bullet.soft.SoftBody extends PhysicsCollisionObject



btSoftSoftCollisionAlgorithm.cpp → jme3.bullet.soft.SoftSoftCollisionAlgorithm



8O Are there something I can do with a good intruction to make this cloth thing availabe sooner ?



i’m very curious about the softbody things ,:cry: the first question of mine (1 years 4 months ago) in this forum is about cloth physics!

Uh, well they would basically have to be what the PhysicsRigidBody.java / com_jme3_bullet_objects_PhysicsRigidBody.cpp are now yeah… But its a tad more complicated as you need to sync mesh data as well.

sync mesh data ?



which when btSoftBody::serialize to dataBuffer , we take it and fill up the JME Mesh , like the one in BoneController



Last question (not to interupt the topic), so is the routine of calculating for a softBody like :

  1. Send all attribute ( mass, damping, stiffness, mesh data, movement vector…) to Bullet.
  2. Bullet fill the dataBuffter, calulate the Clusters for postioning, update the bound… (some more)
  3. we get them all back in Java, tell Mesh to update Mesh data, Bound???

Yeah, like every soft body visualization works.

btSoftBody::serialize

the most thing I really don’t sure about the routine, because we have to compute the mesh data again, when the mesh is transformed (melt down), is that method will result the mesh data which suite for JME, or I have to convert it :expressionless: uh… May be I have to make some test, thank a lot !

[insert pirate hijacking joke to lighten the mood]



Don’t hijack threads!

Goodluck ceiphren :slight_smile:

I love the look of the ship.

Get it working with static sails at first, or have some weak animation to them as a place-holder.



tone

No fancy stuff to show but nethertheless much happened.



I’ve implemented the path-finding stuff into the game. Now the ships are able to find there ways around islands and other obstacles.



Also I redesigned the whole AI-stuff. The result is more flexible and less redundant than the old version.



Collision calculation is implemented. The ships are not able to move through islands any more. The great part of this solution is: it’s fast as hell. A test for a ship through the whole scenerie with complex islands takes between 8 and 30 microseconds on intel i5@2.6Ghz.



So as you can see some of the most complex problems are solved which brings me to my following sentences:



I’m planning to release the beta in october 2012. Looking on the size of the project this could be a little ambitious…



but hey…



I don’t care… ^^



ARRR!

2 Likes
@ceiphren said:
I'm planning to release the beta in october 2012. Looking on the size of the project this could be a little ambitious...

Hey, if it doesn't go exactly as planned then you just call it Alpha instead and release anyways ;)

I'd say you're good and ready to put an entry up on indiedb.com. I can not recommend that site enough for free project advertisement. You'd also be helping jMonkeyEngine out by listing us as your engine.
2 Likes

The ship looks amazing! Beta in October? When’s the Alpha then? I’d love to try it out :slight_smile: