Red Alert! Battleship in range...

Daily 09/17/03

Red Alert, Battleship in range...

Check this out. We hooked up Cari's battle processes to the scene graph and this is the kind of battle we can do.
[Note to Brad and the Art Czar: We'll clean this up a bit so don't start freakin'!]

This animation shows a colony ship just about to colonize a planet when a battleship comes up from behind and whacks it. Isn't it cool? Kudos to Cari for getting that in.

 

Lunchtime was spent bugging Bill at EB to get him to unpack Homeworld2. Part of the afternoon were spent "Researching" with Homeworld2. I really love that game. I highly suggest you play it if you haven't yet. They've got particularly cool particle effects and their sphere environment is the best I've seen yet in a space game.

I spent the rest of the day optimizing the demo. For instance, we needed a working mesh manager so that we wouldn't load the same mesh 50 times in memory.
Note to self: If you copy a buffer, remember that the LPSTR are just pointers and you actually have to new up the data.

Another optimization is to get the meshes in a standard format from max. Here are the options we use. We don't currently export animations so don't worry about that step. When we do, we'll go through this exercise again.
Art Czar, please bookmark this in case you forget!

So that was my day. Pretty much just doing new tweaks here and there. There's nothing really new in these screens, but they're fun to look at :)

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Looks very good.

I particularly like the reflections on the planet as the colony ship blows up. Be nice to add meteror shows afer an explosion and maybe debris falling onto the planet, but we can't have everything :-)

Is this view zoomed in to a solar system level? There seem to be a fundamental split from Galciv 1 in that ships no longer take the same space as a solar system. Or am I reading too much into a new graphics engine?

Paul.