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Sector Geometry in Godot Engine

 
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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Mar 24, 2015 19:47    Post subject: Sector Geometry in Godot Engine View user's profile Send private message Reply with quote

I recently moved my space strategy game project to a new game engine. Since Godot and C++ are still a bit unfamiliar to me, I figured I'd do a short unrelated side-project first to get used to it. Working with DF's simple polygon geometry was always easier for me than the complex level editors modern games have, so recreating that kind of system seems like a fun and useful thing to start out with.

Here's a screenshot of a very incomplete Secbase, just to show what my extension to the Godot editor can do so far:

And in ortho-top view:


I'll keep posting screenshots here as work progresses, and soon release it under MIT license (like the game engine it's for). Any suggestions are welcome Smile

I'm not planning on remaking DF with this. The end result will still be quite a bit different from DF's engine -- for example, I doubt overlapping/impossible geometry will ever be possible in this game engine. In exchange it can already do neat things like vertical adjoins, ramps, and slanted walls. It's intended to be more of a modern engine for making DF-like games or levels.

Jackson
Dark Trooper Phase 2

Joined: 24 Sep 2003

PostPosted: Mar 30, 2015 19:27    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hey, this looks pretty sharp! Do you have any shots of your space strategy game? I'd love to take a peek at that, too.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 10, 2015 12:00    Post subject: View user's profile Send private message Reply with quote

New screenshot! I'm working on the editor interface now -- the left sidebar and the (slightly ugly) wireframe display are what I added this week:

The buttons for splitting, extruding, and deleting walls all work nicely now. Also, notice that top and bottom vertices of walls can be edited independently, unlike in DF.

Once I finish and clean up the editor UI I'll work on texturing and UV-stitching. Collision mesh and navmesh should go pretty quick too, since I just need to copy parts of the data I already use for the 3D geometry.

Quote:
Do you have any shots of your space strategy game?


Not yet, it's still in early stages. By the suggestion I see on the internet a lot, I decided to start with the multiplayer/networking back-end before actual gameplay, since that kind of thing is difficult to integrate later on. Won't be long before I can post some screenshots though, this side project is the only other thing I'm working on Smile

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Aug 01, 2015 21:26    Post subject: View user's profile Send private message Reply with quote

Oh look, it's August already.

Refactoring the entire thing took lots of time -- mainly internal improvements like having walls stored in a linked list, which simplified my code a lot. But I do have some nice stuff to show too: adjoins, textures, and the beginning of an automated UV-stitching system. Here's a simple pyramid to demonstrate:


I'll make a video in the next few days to show the editor in action, and what all it can do so far.

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