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 > > > > ------------------------------------------------------------------------------ > Precog is a next-generation analytics platform capable of advanced > analytics on semi-structured data. The platform includes APIs for building > apps and a phenomenal toolset for data science. Developers can use > our toolset for easy data analysis & visualization. Get a free account! > http://www2.precog.com/precogplatform/slashdotnewsletter > _______________________________________________ > Crystal-develop mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/crystal-develop > > -- 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/ ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop