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racer_media [2007/02/07 17:27]
jjp angelegt
racer_media [2007/02/07 17:44]
jjp
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 == 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 "Racer".
 +
 +== 1.3.1 Implementation road map ==
 +
 +
 +
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racer_media.txt ยท Last modified: 2015/08/23 13:59 (external edit)