Arghh... I'm feeling a bit sick and fever-ish and didn't get much sleep last night as a result of it :(
So there probably wont be much work for a few days until i beat this thing.
I hope i can still manage to get my "playable" prototype done before the planned game-dev LAN in 14 days.
But I am starting to feel a bit stressed about that... there is 10 points on my TODO list, some i know for sure i wont have time to implement, others i don't know yet.
As you can see, I also uploaded a picture of me today, I feel it makes the blog more personal if you see who i am... even if i look like some deranged super villain with a "conquer the world" complex...
However, it should be noted that it was the best photo from a dozen taken... some of witch would give you nightmares and scar you for life ;-)
Perhaps was it not the brightest of ideas to take a profile photo when you are not well, hence the 6547 Photoshop filters used :P
oh well... i think i will crawl under a blanket and drink some hot tea, and hope I'm feeling better by tomorrow.
Good night Liero fans, wherever you are.
[Edit]
Doing some quick messing around with the facebook 'like' button in this blog, if things are not working properly, or your -like- vote disappears, try again later.
Sorry for the inconvenience.
onsdag 16 februari 2011
fredag 11 februari 2011
Texture test! :D
I implemented something so that i could see what the hell was going on, its is almost impossible to tell where blocks are when thay are all in the same color...
And even if there are several visible bugs in the screens bellow, it is starting to look really awesome! :D




Texture on voxels is a bit smeared(so I deliberately took screens from a distance) due to an bug in the texture attlas.
The white fog is also temporary, i think i will go with black fog, or replace it with Depth of field.
And don't let that fps counter in the corner scare you...
The frame rate is never that low, in fact... i believe 60 is my average fps, but due to a bug... an insane amount of mysterious single ghost voxels is placed all over the map(you can see them as single holes on the ground)...
These mysterious voxels generate thosands of extra polygons... strangely they only appeared when i added texture, and i really don't get why...
Worst case scenario, I give Ghostbusters a call and we have our frame rate back to 60 in no time ;)
If i keep this creativity up, i wont have any trouble make the "dead line" for next game-dev lan! :D
[Edit]
Quick update.
Added one more picture, the last one(bottom right) don't have the ghost blocks, and as you can see, The fps is back to 60+ :)
The reason for this bug is yet unknown, so I'm sure it will come back and bite me in the ass some day ;)
And even if there are several visible bugs in the screens bellow, it is starting to look really awesome! :D




Texture on voxels is a bit smeared(so I deliberately took screens from a distance) due to an bug in the texture attlas.
The white fog is also temporary, i think i will go with black fog, or replace it with Depth of field.
And don't let that fps counter in the corner scare you...
The frame rate is never that low, in fact... i believe 60 is my average fps, but due to a bug... an insane amount of mysterious single ghost voxels is placed all over the map(you can see them as single holes on the ground)...
These mysterious voxels generate thosands of extra polygons... strangely they only appeared when i added texture, and i really don't get why...
Worst case scenario, I give Ghostbusters a call and we have our frame rate back to 60 in no time ;)
If i keep this creativity up, i wont have any trouble make the "dead line" for next game-dev lan! :D
[Edit]
Quick update.
Added one more picture, the last one(bottom right) don't have the ghost blocks, and as you can see, The fps is back to 60+ :)
The reason for this bug is yet unknown, so I'm sure it will come back and bite me in the ass some day ;)
torsdag 10 februari 2011
Wops!
Turns out i made some miscalculations and errors in my last 2 posts.
First of all, the render distance from the first test render was incorrect.
It was based on a picture from the original Liero, but the problem was that the picture had different resolution than the in-game resolution, so that every pixel was 2x2 as big, and this was something i didn't consider when i later made my estimation for how long render view must be in Liero3D.
Ironically... I several times thought to my self "The scale of things don't look right!" but since i had done the math i was sure it was correct, and concluded that it must be because it was in 3D and because the level didn't have any objects in scale i could relate to.
The good news is that we get fairly decent performance with the 2x view, witch of course means that if we split it in half to get the same view as Liero 1.33, we would never have any performance problems! :)
And now the second correction... I'm not sure what i was smoking... but apparently it was some good stuff, ether that or i have simply been playing way to much Minecraft lately....
But after closely inspecting some Liero movies on youtube, I noticed to my surprise that the tunnel holes was NOT as complex as i remembered.
This is not a bad thing of course, it would give me less work in the end.... But i do think my tunnel generator creates far more interesting tunnel structures.
In the end, i guess there is nothing forcing me make my tunnel generation as boring as the original.
so what do you people think? complex tunnel systems or simple holes like in Liero 1.33?
[Edit] Oh and i forgot, I also had a post about the new Liero3D group on facebook, but i later found out that i really wanted a Page(gives more control and more options), but until i have the energy to add a Like button to my blog, you will have to search for it manually.
The group is to be deleted.
First of all, the render distance from the first test render was incorrect.
It was based on a picture from the original Liero, but the problem was that the picture had different resolution than the in-game resolution, so that every pixel was 2x2 as big, and this was something i didn't consider when i later made my estimation for how long render view must be in Liero3D.
Ironically... I several times thought to my self "The scale of things don't look right!" but since i had done the math i was sure it was correct, and concluded that it must be because it was in 3D and because the level didn't have any objects in scale i could relate to.
The good news is that we get fairly decent performance with the 2x view, witch of course means that if we split it in half to get the same view as Liero 1.33, we would never have any performance problems! :)
And now the second correction... I'm not sure what i was smoking... but apparently it was some good stuff, ether that or i have simply been playing way to much Minecraft lately....
But after closely inspecting some Liero movies on youtube, I noticed to my surprise that the tunnel holes was NOT as complex as i remembered.
This is not a bad thing of course, it would give me less work in the end.... But i do think my tunnel generator creates far more interesting tunnel structures.
In the end, i guess there is nothing forcing me make my tunnel generation as boring as the original.
so what do you people think? complex tunnel systems or simple holes like in Liero 1.33?
[Edit] Oh and i forgot, I also had a post about the new Liero3D group on facebook, but i later found out that i really wanted a Page(gives more control and more options), but until i have the energy to add a Like button to my blog, you will have to search for it manually.
The group is to be deleted.
tisdag 8 februari 2011
Tunnel generator test!
What would Liero be without all those generated tunnel spaces?
Well I for one don't plan to find out... so i started working on a simple tunnel generator!
and the result looks very interesting!


I'm not sure they look like the tunnels in Liero 1.33 yet, a bit hard to compare 3D tunnels with 2D, but I'm sure i have loads of tweaking ahead of me.
If anyone is curious, My solution is to create X amount of digger-particles that digg around for Y amount of cycles, and every now and then changing direction and random attributes.
Simple, but it works :)
If I'm not mistaking, this is a similar way to how Markus generates his caves in Minecraft, but i cant swear on it.
This has been the most productive day of programming i have had for months, damn it feel nice!
oh well, back to the salt mine :)
Well I for one don't plan to find out... so i started working on a simple tunnel generator!
and the result looks very interesting!


I'm not sure they look like the tunnels in Liero 1.33 yet, a bit hard to compare 3D tunnels with 2D, but I'm sure i have loads of tweaking ahead of me.
If anyone is curious, My solution is to create X amount of digger-particles that digg around for Y amount of cycles, and every now and then changing direction and random attributes.
Simple, but it works :)
If I'm not mistaking, this is a similar way to how Markus generates his caves in Minecraft, but i cant swear on it.
This has been the most productive day of programming i have had for months, damn it feel nice!
oh well, back to the salt mine :)
lördag 5 februari 2011
Liero3D rebooted!
After a long break, and working on a different project(Minertopia: a Minecraft remake) i have decided to go back and Finnish Liero3D before i continue on minertopia :)
However, I am afraid that there will be some rather BIG changes in this project that might not make everyone happy, and I'm sorry if I'm making any one disappointed.
But this project is taking a very different direction in the style of the graphics, and is instead going with a look much closer to the original Liero 1.33, yet still 3D :)
All the minecraft and voxel games have really inspired me to make Liero3D into something that feels and behaves more like the original(if not exactly!), something that lets me keep that hand-pixel-made feeling and still use all the glory of 3D rendering, and i belive "voxels" is the solution to do this.
The goal, assuming my engine can keep up with it, is to convert the original 1.33 graphics straight over into blocks, on a 1:1 scale, so that every single pixel becomes a "3D pixel" block :)
I did a simple rendering test, showing off some random mud balls and using deffered shadows:

Don't be alerted with the ugly and primitive shading, I'm planning to add SSAO(Screen Space Ambient Occlusion) to give it a nice shaded feeling, similar to this picture (NOTE: that that picture is pre-renderd in a 3d modeling software like Maya, so it can never look that good with realtime effects)
But there a few things that are interesting with the picture above, it has almost exactly the same field of view as the original Liero 1.33, and it fit the same amount of pixels as if you where simply adding a 3rd dimension to Liero :)
The performance is not great yet, but a big factor is that the sunburn engine don't like terrains where chunks are much higher than they are wide, adding my own occlusion outside of sunburn should improve this.
One more big thing i can do is to optimize a mesh so that a big flat surface, for example: 8x10 blocks, still takes the same amount of polygons as 1x1 cube, as long as they are made from the same material, an example of this would be the big flat top surface of those balls, if an smart algorithm could split that surface in as few sections as possible, we would save tons of polygons.
There are more things that will be totally awesome with this graphics style.
not only did i split development time in half... is it MUCH more simple for me to create a simple level editor where you can paint, digg and sculpture a game level.
The same can be done with the player and the weapons(model editor?) to make things just as mod-able as the original game :)
Also considering creating an algorithm that converts the original 2d sprites into 3d models straight over :)
Again, I'm sorry if this change of style is different from what people wanted, but i got a bit tired of getting stuck on all the problems that round-fake-holes gives me...
However, I absolutely LOVE Voxel style games! and this would make it more true to the original 1.33 :)
Talking about Voxel style games, check out Voxatron!, yet another game that inspired me to make the change ;)
However, I am afraid that there will be some rather BIG changes in this project that might not make everyone happy, and I'm sorry if I'm making any one disappointed.
But this project is taking a very different direction in the style of the graphics, and is instead going with a look much closer to the original Liero 1.33, yet still 3D :)
All the minecraft and voxel games have really inspired me to make Liero3D into something that feels and behaves more like the original(if not exactly!), something that lets me keep that hand-pixel-made feeling and still use all the glory of 3D rendering, and i belive "voxels" is the solution to do this.
The goal, assuming my engine can keep up with it, is to convert the original 1.33 graphics straight over into blocks, on a 1:1 scale, so that every single pixel becomes a "3D pixel" block :)
I did a simple rendering test, showing off some random mud balls and using deffered shadows:

Don't be alerted with the ugly and primitive shading, I'm planning to add SSAO(Screen Space Ambient Occlusion) to give it a nice shaded feeling, similar to this picture (NOTE: that that picture is pre-renderd in a 3d modeling software like Maya, so it can never look that good with realtime effects)
But there a few things that are interesting with the picture above, it has almost exactly the same field of view as the original Liero 1.33, and it fit the same amount of pixels as if you where simply adding a 3rd dimension to Liero :)
The performance is not great yet, but a big factor is that the sunburn engine don't like terrains where chunks are much higher than they are wide, adding my own occlusion outside of sunburn should improve this.
One more big thing i can do is to optimize a mesh so that a big flat surface, for example: 8x10 blocks, still takes the same amount of polygons as 1x1 cube, as long as they are made from the same material, an example of this would be the big flat top surface of those balls, if an smart algorithm could split that surface in as few sections as possible, we would save tons of polygons.
There are more things that will be totally awesome with this graphics style.
not only did i split development time in half... is it MUCH more simple for me to create a simple level editor where you can paint, digg and sculpture a game level.
The same can be done with the player and the weapons(model editor?) to make things just as mod-able as the original game :)
Also considering creating an algorithm that converts the original 2d sprites into 3d models straight over :)
Again, I'm sorry if this change of style is different from what people wanted, but i got a bit tired of getting stuck on all the problems that round-fake-holes gives me...
However, I absolutely LOVE Voxel style games! and this would make it more true to the original 1.33 :)
Talking about Voxel style games, check out Voxatron!, yet another game that inspired me to make the change ;)
onsdag 19 maj 2010
Tec-demo video on Youtube!
If you have not seen it alredy in my frantic blog, check out the new Liero3D tec-demo on youtube:)
it was about time i show something more than stiff screen-shots, so here goes!
however, please note that it is still in a very Work-in-progress state, and a few bugs are very visible.
http://www.youtube.com/watch?v=GE0QDfIZ8a0
it was about time i show something more than stiff screen-shots, so here goes!
however, please note that it is still in a very Work-in-progress state, and a few bugs are very visible.
http://www.youtube.com/watch?v=GE0QDfIZ8a0
söndag 9 maj 2010
Liero3d still in the works!
I don't know if people bother to check the other blog, but in case people don't...
I thought i should inform you people that the Liero3d project is back on track, and there are a few news on the subject on my other blog.
seems pointless to double-post everything here, so this post will have to do ;)
I thought i should inform you people that the Liero3d project is back on track, and there are a few news on the subject on my other blog.
seems pointless to double-post everything here, so this post will have to do ;)
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