3D-Inferno
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3D Inferno

The things of real interrest you can find here are:


More to come...
Tom


May 11, 2010

It has been a long time since I updated the front page which could give the impression I have been not doing anything in the past months. I tried to expand the navmesh demo with swarm/boids movement on it and the result was quite satisfying. The swarms were again modified to support formations which you can see on the picture below. 
screenshot of a boids formation with 20 members following a leader

Video 1 shows a formation starting at one point and following the leader. The next step was the transition between navmeshes. The implementation uses a rectangular area where navmeshes are contained. Each edge midpoint lying on the edge of the recagular area is treated as a transition cell to the next navigation mesh. To simplify the algorithm the mid point of an edge is nominated to a border point which is the favored point for path finding. Once an entity crosses the edge the nav mesh of the next region is used and path planning to the desired point is recalculated. Video 2 shows a unit in formation doing a nav mesh transition. The green points indicate the navmesh transition points. Currently I am not sure if I wil keep the transition points or switch to edges, which would require changes or an extra layer in the quite modular navigation code. The source of the multi navmesh solution is currently not available as it might be subject to change.

The next thing I have been doing was a multithreaded asset loader. Currently it loads terrain tiles for a dynamic terrain traversal demo where terrain patches are precached on approach and detached on leave. The intention behind the asset loader is a central point for asynchronous asset management (sometimes called streaming). Assets are loaded by asset requests during runtime and attach themself to the scene as soon as they are available. Assets are used as the base for audio/video instances in the final render environment. The source is currently not available (subject to change too). 
screenshot of dynamically loaded terrain patches with detailed patches in the near and coarse patches in the distance

With the different components in place I started to look around for a java backend for an online game. I had a look at different game server concepts and finally settled on l2j. A java based open source game server, currently used soley for playing Lineage 2 as a free shard. The source is clean, well structured, capable of handling large scale scenarios, lacks a bit on documentation in detail but has a very lively community and several years in development. In addition it can be quite easily customized, which makes it simple to start a clean non lineage 2 based gameplay.

So as a proof of concept I wrote a JME based client for L2J which handles login, char creation, walking around the world. The last months I cleaned up my code of the client and made it available. As the vision of my game and Lineage 2 do have things in common (which rpg does not need an inventory, a chat screen, an shortcut panel, etc.?), I decided to make the parts which do not make my game unique freely available. You can have a look at the currently available l2j client (distributable and source) in the JME section.

If you are a friend of board games have a look at vassalengine.com, it's a java based customizable board game engine, with several free to play games. I succeeded in customizing it to be a warhammer tabletop node campaign tool. If you have time have a look. It's free too.



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2009-06-01
WoW Importer for Max
The World of Warcraft tool for 3D Studio has been updated. It now converts model files from WoW Client version 2.x (upto 2.7) and displays correct animations for multi mesh models. The script can be found here....
2007-03-07
nGUI explained
If you ever wanted some more details on the nebula2 nGUI System you can find it in the nGUI System article.
2006-10-17
Mangalore entity ID's
If you need information about the mangalore entity ID usage have a look here..
2006-08-06
Mangalore Articles
Added a new section about the mangalore game framework from radonlabs. The section contains some articles about my experience with mangalore. Read more here:
2006-03-10
Free models
Finally some free models for the Radonlabs SDK. You can download them here.