Re: csisland improvement

Jorrit Tyberghein <[email protected]> Sat, 20 Apr 2013 21:40:40 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAA49VVLQ4Cpg_98y0O3Za-rv+1K6A2+WwRR6h+rffinCx0_e7w@mail.gmail.com>
Don't have much time right now but this sounds like a good proposal. Would
be great to have a nicer csisland demo in CS.

Greetings,


On Sat, Apr 20, 2013 at 6:43 PM, Kevin Martin
<[email protected]>wrote:

> Hi,
>
> The GSoC page of Crystal space calls for some ideas on improving the demos
> available with crystal space (namely csisland,csbias and crystal trade). I
> have some ideas regarding csisland.
>
> First of all, I believe there are some issues regarding the frame rates. I
> have an Nvidia Geforce GT 610M and the frame rates are at times jabby. The
> demos definitely work fine but when I use ctrl + arrow keys in csisland to
> make the camera go faster, there’s a pause (probably to calculate some
> stuff) after 2 seconds of fast camera movement.
>
> Now the game idea , I do not know if I have to come up with a background
> story as well but this is what I have in mind ;)  :
>
> 1.       The user controls a vehicle that starts very close to the peak
> of the volcano. At the beginning of the game, the volcano erupts, sending
> out chunks of burning rocks into the air (basically orange colored
> spherical/rectangular things covered in flames). The goal of the user is to
> navigate the controllable object to a particular position in the map.
>
> 2.       Optionally, the map will have to be made somewhat larger for
> this one to work, or the user will find himself in water 3 seconds after
> the game starts. But I guess creating maps won’t be a problem. I came upon
> L3DT (large 3d terrain editor) while I was experimenting with panda3d and
> it allows the user to create large, somewhat detailed, maps (with water)
> quite easily. (link here). But I guess the given map is large enough J
>
> 3.       Okay, so the vehicle,  moves across the quite rough terrain, all
> the while dodging  chunks of flaming rocks falling all across the terrain.
> Chunk falls on head = game over
>
> 4.       After sometime,  the vehicle/character falls into the water
> (hopefully, with a splash).
>
> 5.       Now comes the interesting part. The vehicle folds its tires up
> and converts into a boat sort of thing (more or less like the ‘seaways’
> cheat in GTA vice city, was quite fun a few years back ;) )
>
> 6.       The objective is to reach a particular point in the sea (where
> the guy/gal inside the boat/jeep will be rescued). But en route, the
> burning chunks fall in the water nearby and sends ripples in every
> direction. The craft sways to the ripples (like a boat, of course). Larger
> chunks cause more awesome ripples. The user will have to steer the craft
> avoiding those larger chunks to reach the destination
>
> 7.       Steer too close to a gigantic ripple and the crashing waves will
> cause the craft to topple – game over.
>
> 8.       Decals representing where the next chunk is going to hit.
>
> 9.       Get to the destination = win the game.
>
> So that’s basically the idea. Now as to how exactly the game will
> showcases the ‘features’ of Crystal Space. I’m not exactly sure what the
> features are and I’d be glad if someone can tell me which features I should
> be concentrating on. But here’s a basic idea :
>
> 1.       The vehicle moves in rough terrain. There’s a chance the vehicle
> can topple over on land thus causing an early demise of our hero. Physics.
>
> 2.       There are flying flaming chunks of rock. I believe the fire
> effects can be made pretty cool.
>
> 3.       Explosion when the chunk hits the ground. Again, a lot of
> particle effects
>
> 4.       Splash when vehicle hits the water – particle effects again.
> It’d be awesome  if those splashes can reflect sunlight but I don’t know if
> it would ‘too much of an improvement’ ;) .
>
> 5.       The craft sways to the waves created by chunks falling in the
> water. Takes some physics, I guess.
>
> 6.       And the ripples. Waterdemo has some really nice ripples. Imagine
> them on a far grander scale.
>
> 7.       Input output. The user controls the vehicle.
>
> 8.       Decals
>
>
>
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-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Personal page: http://users.telenet.be/jorritTyberghein/

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