mjohansson
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- Joined
- Feb 10, 2011
- Messages
- 409
Hey, I wanna make a Phantasy Star Online clone for the Pandora, I need help from someone who can compile GLES2 code for it, I can make my renderer for GLES2 code so it should be ready for compile with SDL and GLES2 libs only. I should make 3 seperate codes for testing how many polygons can be used with standard graphics, how many with stencil shadows from one light source, and hmm no thats that only 2 tests need to be done.
Also since it should be online I was thinking, EvilDragon do you have a server with enough bandwith to use? If there was a official server it could really be a nice experience were you just choose connect and gets out on the same place as everyone else. If people wanna join in and code stuff that would be great, I should fix the core game so something playable is up and running, then other people can add functions for chatting for ex or deeper menu functions whatever.
The complete game code should be open source so anyone can modify it for the future, for ex making an xbox live type os system and then that could be included here easily.
Lets not make stencil shadows actually, with only one lightsource it would look weird sometimes and not needed so much for a bright open world, and I process 8 polygons for every single shadowcasting polygon so it would draw down performance massivly. Static light, I dont have a system for baked shadows, if someone would wanna make that it would be great, I wont spend time on it myself, normal maps will have to be linked to a static vector per area, it wont look that bad I think. Water surfaces will have to be simple texture on translucent surface. Some areas can have reflective floors for the enviroment.
ALL RIGHT, LETS DO IT!
Anyone who have design ideas just throw it out there and we will see what the game becomes!
Anyone who can compile GLES2 and is willing to help pm me, I will make the renderer for Pandora now and then send it via pm, if its possible to send files there? Or mayby I should just write all text here, and anyone can start messing around with it?
Also I havent coded network before, if anyone is willing to add their online game code it would be great, then I dont have to spend time learning that right now.
EDIT: Actually lets not make normal maps, it would look weird with static light and only take long time to do. Without that I dont actually need GLES2 either... I make a GLES1 basic game and hmm, if people wanna help then lets email the code to eachother instead.
EDIT 2 : Actually lets make a GLES2 engine after all, then we can make baked shadows by drawing a black and white texture that decides luminance for pixel, and caracters walking around get lit by pixel its on. The collision detection system will work like this, a list of polygons gets cycled through, if caracter is inside one of them it becomes the interpolated height value, if the caracter isnt inside of any of them it gets transported back to previous position, so the collidable polygons forms the ground, thats real cheap and easy, and I think thats how original PSO works, it makes it easier to code AI for enemys also were they just walk towards target until they encountera stop, then mayby change direction, in PSO they kind of cirle out. That also means no bridges or multiple floors.
Light vectors can be used for diffuse lightning, then it wont look completly bad.
Also since it should be online I was thinking, EvilDragon do you have a server with enough bandwith to use? If there was a official server it could really be a nice experience were you just choose connect and gets out on the same place as everyone else. If people wanna join in and code stuff that would be great, I should fix the core game so something playable is up and running, then other people can add functions for chatting for ex or deeper menu functions whatever.
The complete game code should be open source so anyone can modify it for the future, for ex making an xbox live type os system and then that could be included here easily.
Lets not make stencil shadows actually, with only one lightsource it would look weird sometimes and not needed so much for a bright open world, and I process 8 polygons for every single shadowcasting polygon so it would draw down performance massivly. Static light, I dont have a system for baked shadows, if someone would wanna make that it would be great, I wont spend time on it myself, normal maps will have to be linked to a static vector per area, it wont look that bad I think. Water surfaces will have to be simple texture on translucent surface. Some areas can have reflective floors for the enviroment.
ALL RIGHT, LETS DO IT!
Anyone who have design ideas just throw it out there and we will see what the game becomes!
Anyone who can compile GLES2 and is willing to help pm me, I will make the renderer for Pandora now and then send it via pm, if its possible to send files there? Or mayby I should just write all text here, and anyone can start messing around with it?
Also I havent coded network before, if anyone is willing to add their online game code it would be great, then I dont have to spend time learning that right now.
EDIT: Actually lets not make normal maps, it would look weird with static light and only take long time to do. Without that I dont actually need GLES2 either... I make a GLES1 basic game and hmm, if people wanna help then lets email the code to eachother instead.
EDIT 2 : Actually lets make a GLES2 engine after all, then we can make baked shadows by drawing a black and white texture that decides luminance for pixel, and caracters walking around get lit by pixel its on. The collision detection system will work like this, a list of polygons gets cycled through, if caracter is inside one of them it becomes the interpolated height value, if the caracter isnt inside of any of them it gets transported back to previous position, so the collidable polygons forms the ground, thats real cheap and easy, and I think thats how original PSO works, it makes it easier to code AI for enemys also were they just walk towards target until they encountera stop, then mayby change direction, in PSO they kind of cirle out. That also means no bridges or multiple floors.
Light vectors can be used for diffuse lightning, then it wont look completly bad.
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