This shows you the differences between two versions of the page.
Next revision Both sides next revision | |||
racer_media [2007/02/07 17:27] jjp angelegt |
racer_media [2007/02/07 17:44] jjp |
||
---|---|---|---|
Line 17: | Line 17: | ||
== 1.2.1.4 Other gameplay relevant objects == | == 1.2.1.4 Other gameplay relevant objects == | ||
+ | Items, maybe objects for physical interaction or whatever. Techniques same as for cars here. What falls into this category depends heavily on what gameplay decisions we come up with. | ||
+ | |||
+ | == 1.2.1.5 Particle effects == | ||
+ | Smoke, explosions, pick-up effects e.g. might be necessary. Also depends mainly on our plan for gameplay. A combination of using Ogre particle systems and Blender might do the trick. | ||
+ | |||
+ | == 1.2.1.6 GUI elements == | ||
+ | Self explanatory :) However, I'd like to display the drivers somewhere in the menu. Decent art for those is a must. | ||
+ | |||
+ | == 1.2.1.7 Marker objects == | ||
+ | Depends on gameplay and technical needs that come up. E.g. markers for placing cars at the start of a race, indicating the track to the ai and which direction to drive. | ||
+ | |||
+ | == 1.2.2 Shader programming == | ||
+ | Using CG with the NVidia FX Composer looks best. It is the only solution capable of producing shaders for DirectX and OpenGL at the same time. | ||
+ | |||
+ | == 1.2.3 GI-Lightmapping == | ||
+ | |||
+ | At this time I see 3 possible solutions: | ||
+ | |||
+ | * Use Blender. Blender can calculate maps for static gi lighting. Requires some setup and experimentation but looks quite efficient because I build the levels in Blender as well. My preference so far. | ||
+ | * A lightmapping tool for Ogre is being developed at the moment. Maybe easier to use than Blender but it is unknown when the thing will be released. | ||
+ | * Use gile[s]. This is a cheap (40$) commercial solution that does produce good results out of the box and functions as a level editor as well. However, the level editor capabilities are probably insufficient for most future projects. It would not be of much use beyond " | ||
+ | |||
+ | == 1.3.1 Implementation road map == | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||