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Author Topic: my ECE Dev Blog  (Read 162015 times)
Prime_8
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« on: February 16, 2010, 05:03:01 PM »

 ECE Dev Blog

Well i should put this some place other will read it .. or i will be tempted to let it take an other ?? 6 to 8 years..LOL

ECE
Ejected
Core
Engine

ECEed ..
ed = editor for current engine

Home URL
www.ejectedcore.com
- has old DBP version in front page DL menu .
LOL it's old.

any how  here is links to a video of it working so far
www.ejectedcore.com
- has old DBP version in front page DL menu .
LOL it's old.

any how  here is links to a video of it working so far

ah what the heck here is viewer updated ~ 4.83MB DL comes with 3 of my sample meshes to have a play with ( works as a .x and .b3d viewer even if not used for ECE )
ECEed_AR_1.rar
, and latest ECE ed screens


* launchScreen_1.jpg (209.63 KB, 764x519 - viewed 764 times.)

* MainScreen_1.jpg (190.54 KB, 1056x528 - viewed 692 times.)
« Last Edit: February 16, 2010, 05:09:49 PM by Prime_8 » Logged

fog
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« Reply #1 on: February 16, 2010, 09:44:13 PM »

Quote from: Prime_8 on February 16, 2010, 05:03:01 PM
any how  here is links to a video of it working so far
Quote from: Prime_8 on February 16, 2010, 05:03:01 PM
any how  here is links to a video of it working so far

Blimey that editor has a lot more features than I anticipated.  Oh and the second ship in particular is fantastic. Smiley

What's next for this project now then Prime?  And are you still using Nuclear Fusion?
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T_M_C
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« Reply #2 on: February 17, 2010, 10:05:22 AM »

Excellent Stuff prime8.   Grin

Great to see another developer on here.

We always say it.  But reading other dev's diary entries really helps with motivation and the sharing of ideas.

Have downloaded your files.  Can't view them at the moment though.

Another excellent looking ship in that screeny.

How many ships have you got in game at the moment ?

Will look forward to reading your REGULAR  Wink updates.

TMC   Grin

« Last Edit: February 17, 2010, 10:08:05 AM by The_Masked_Coder » Logged
Prime_8
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« Reply #3 on: February 17, 2010, 08:53:29 PM »

well got load smore fuctionality doen last night .. added 80% of the creatable objects to teh menu .. it just spawns a new object of type in unit size .
you have to scale and position then "Fix Mesh" to "bake" teh  current RPS & orientation to the mesh . effectively allowing you to move teh origin of any mesh ( without children .. as they get a bit flakey by the command and react randomly .

still using NF under the hood  we are up into ver.4X  now .. waitting for 4.02 to have all teh current bugs  fixed and the few internal NF commands exposed , that they did not think we would use .

any how here are some pics.

note:( NF is getting ready for release of NF , and should have Beta of NB (basic compiler version & IDE) soon after )
things to come  finishing NGC integration and inserting with Bullet physics ( Bullet as in the physics engine that was used by sony , and in movie 2012 )
onec i get the scene editor to where i need it i will start a paralel build,  stripping a copy ECEed down and building it back up as just ECE game mode. and quicky knock together ECEserver and server scripts .
so moving along well now

pop by my gallery
http://www.ejectedcore.com/ECUGallery/index.php?cat=3


* toolwindows_11.jpg (72.9 KB, 807x415 - viewed 647 times.)

* toolwindows_12.jpg (67.54 KB, 447x498 - viewed 669 times.)

* toolwindows_13.jpg (96.32 KB, 901x412 - viewed 695 times.)
« Last Edit: February 17, 2010, 08:58:47 PM by Prime_8 » Logged

Prime_8
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« Reply #4 on: February 17, 2010, 09:00:28 PM »

not not all my new ships are in the gallery .
but a good ammount .

an dyou can see the old DBP powerd ECE vs new NF .

oh and if you poke you will see bunches of other stuff to. LOL
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fog
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« Reply #5 on: February 17, 2010, 11:18:21 PM »

Ah so you are still using NF then.  I can't believe it still hasn't had a proper release yet and things have changed a lot in the last couple of years so I wonder what sort of demand there still is for something like that?  Fair play to them for sticking with it though Smiley

Anyway I'm looking forward to something playable Smiley  Do you still plan of having FPS sections too?
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T_M_C
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« Reply #6 on: February 18, 2010, 09:53:56 AM »

Whats NF all about then ?

Quote
stripping a copy ECEed down and building it back up as just ECE game mode.

I'm not sure i like that idea.   Roll Eyes

One of the major lessons i learned when writing my platformer, was to use an integrated editor with the game.  For ease of content creation and playtesting.

Having a seperate editor and game lead me to all sorts of headaches and really slowed down the dev time.  I ended up writing multiple copies of code which inevitably had differences.

Never again.

Maybe for the final release i'll strip out all the editors and leave the bare game, but for development, an integreated editor and game for me is a must.

Enjoyed watching your video.  Pretty interesting watching how relatively easy it was to modify a ship.

That should provide the possibility of creating hundreds if not thousands of different ships and model designs.

I love the shark teeth decals too.  Reminds me alot of Elite with their Snake themes.

Having trouble downloading that rar file.  Probably because i'm on a public access computer.

TMC
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fog
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« Reply #7 on: February 18, 2010, 08:50:04 PM »

Whats NF all about then ?
Nuclear Fusion
http://www.nuclearglory.com/

Prime has been using that and helping test it during development for a couple of years now IIRC.
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T_M_C
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« Reply #8 on: February 19, 2010, 09:43:46 AM »

Ahh ok.

Thanks Fog.

So NF is a game development engine.  Cool.   Cheesy

I remember back in the day when Nuclear Glory created his Collision Dll back on the old Dark basic Forums.  That must be years ago now.   Roll Eyes

It's pretty interesting to see what old users are up to these days.

I still visit the gamecreators forums every now and then.  Theres still a couple of faces there i remember.

TMC
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Prime_8
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« Reply #9 on: February 19, 2010, 05:27:25 PM »

yeah . NF
it in the end will contain every thing . ther is no use level Lic . ie how you release a game won't chang how much you pay .LOL (like so many others)

still in betat but IMO could have left beta with this release , but Matt belives in 99% bug kill before public release , this will sound nuts but i think there is a few thousand commands over the regular C++

the way i look at it , if you are a basic programmer , NF will make learning C++ easy . If you are a long time C++ coder , it will make your life easier .
but if you don't want to use C++ wait a few months and NB will be out , that is teh NF  powerd basic language , that has all the NF commands + the basic  normal reserved words.

if you have NF + NB , all the higer engine function are open to you , as NF is also the SDK for NB , those who have NF & NB  can make plugin's that share NF's core .
so for example i will pop my Lua class into a Plugin . bing .. it will work in NB , just like TGC's TPC.

and yeah he's still supporting NGC.

pic : got most of the  surface edit commands done. but  few display bits left to show state of those items ( in red outline is not built yet )


* toolwindows_14.jpg (32.77 KB, 240x466 - viewed 710 times.)
« Last Edit: February 19, 2010, 05:30:56 PM by Prime_8 » Logged

Prime_8
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« Reply #10 on: February 20, 2010, 05:19:16 AM »

watched avatar .. cool movie ...

so not much done ..
but i did bind the GUI color schema to the setings.lua file . it has the power to override the default colors


* ECEed_layout_NF4_3.jpg (97.57 KB, 401x482 - viewed 656 times.)
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T_M_C
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« Reply #11 on: February 20, 2010, 09:45:50 AM »

That Winter Mint Color Scheme looks much easier to read Imo.

Cool stuff.   Grin

And yeh, i saw Avatar too.  Thought it was excellent.

I loved those Mechs.


TMC
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fog
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« Reply #12 on: February 20, 2010, 03:13:13 PM »

You even have colour schemes in your editors?  You're putting me to shame man Wink
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Prime_8
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« Reply #13 on: February 21, 2010, 10:25:39 AM »

ok now some real stuff done .
i took a dive into the surface commands before teh brush systems ... as surfaces can set all that stuff directly .

so any how i had a go at making a planet atmo ... something  that took ~100 lines in DBP , and due to teh funky ghost moed / alpha settings always looked bunk.

here in 6 lines of code  ? or a few mouse clicks it can be save out  and simply loaded in game . setting bake into .n3d much like a b3d but more  details/ settiings captured.

nuf crazy words ... i give you pics...
I go sleep now .


* toolwindows_15.jpg (74.25 KB, 813x418 - viewed 666 times.)

* toolwindows_15b.jpg (89.02 KB, 887x436 - viewed 636 times.)
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fog
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« Reply #14 on: February 21, 2010, 06:38:16 PM »

Nice.  Are you still making your own planet textures Prime? Smiley
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