• Cubic : dynamic block-based world engine
    60 replies, posted
[QUOTE=Shammah;27479318]An engine would mean an all-inclusive package which contains for example graphics, audio, input and networking. Take the Unreal engine for example, or the Source Engine. Your library on the other hand is only focused on blocks and it's rendering, so you wouldn't exactly call it a game engine. Just take a look at OGRE, which isn't an engine either, but more of a Graphics Library.[/QUOTE] Ah, but that's the thing. I never did call it a game engine. OGRE isn't a game engine either, it is however a 3D rendering engine, as the acronym states (Object-oriented Graphics Rendering Engine, check the "About" page on their site). It provides a large amount of rendering functionnality, just as Cubic provides a lot of block-based environment functionnality.
The lightning is always completely black for me...
[QUOTE=s0ul0r;27480737]The lightning is always completely black for me...[/QUOTE] That's odd. I somehow doubt your hardware doesn't support vertex colors, which is all that's used, so I guess maybe it has some connection to the blocks going black when you look up bug. Mind telling me your OS and graphics card?
Where can we get this engine/library? [editline]17th January 2011[/editline] oh lol rate me bad reading.
[QUOTE=SatriAli;27481227]That's odd. I somehow doubt your hardware doesn't support vertex colors, which is all that's used, so I guess maybe it has some connection to the blocks going black when you look up bug. Mind telling me your OS and graphics card?[/QUOTE] Windows 7 64 and a HD 4890.... it supports vertex colors -.- Seems like the normals are inverted
[QUOTE=s0ul0r;27485035]Windows 7 64 and a HD 4890.... it supports vertex colors -.-[/QUOTE] "I somehow doubt your hardware [highlight]doesn't[/highlight] support vertex colors"
The simplest shader on a dx 10.1 card, ofc its not supported, that would just be overkill.
[QUOTE=s0ul0r;27485302]The simplest shader on a dx 10.1 card, ofc its not supported, that would just be overkill.[/QUOTE] uh, that's what he said, that it would be strange that your hardware would not support one of the simpler shaders, and tha it probably couldn't come from here.
Yeah it sounded like he wanted to point out exactly that again....
[QUOTE=s0ul0r;27485035]Windows 7 64 and a HD 4890.... it supports vertex colors -.- Seems like the normals are inverted[/QUOTE] Thanks. Seems unlikely the normals would be inverted on your card and not others. That wouldn't cause everything to be black anyway, bad winding order would just make backface culling work backwards. (actual vertex normals are there, but not currently used) I'll take a look over on the Irrlicht forums tommorrow to see if it's a common issue, since everyone including me seems to get it in a less serious fashion when looking upwards. It's rather odd, whatever it is... I'll keep you informed of my findings and upload a fixed version of the powder demo if I figure it out.
wait wait wait A game for programmers using lua? Like manufactoid?
I think I might have nailed the black-bug-when-looking-up, and possibly s0ul0r's bug at the same time. I haven't had time to write the fix yet, and I have real work to do today, but I'll get round to it ASAP. [QUOTE=supersnail11;27492915]wait wait wait A game for programmers using lua? Like manufactoid?[/QUOTE] Like manufactoid in the sense it's a game for programmers using Lua? Yes. The similarities end there. My team mate and I will no doubt provide some information about the project soon.
Mind to tell us what the bug would be? ;) Specifically because it works on my laptop. so it's probably something about my ati card... ?!
[QUOTE=s0ul0r;27497274]Mind to tell us what the bug would be? ;) Specifically because it works on my laptop. so it's probably something about my ati card... ?![/QUOTE] Oh, in that case it may be a different issue. I think the stuff going black / losing textures / having backwards culling when you look upwards, is due to the very simplistic rendering I use for moving blocks. When all the chunks (16 blocks cubed) are culled due to their bounding box being outside the view frustum, everything seems to go to hell. I'm going to make the bounding boxes cover the chunk's volume as opposed the volume of the mesh that represents it for now, which should work I think (I noticed building a high tower solves the problem, which would be consistent). In the future, moving blocks willl be drawn per chunk with a custom scene node, so this shouldn't happen. Edit: I fixed the messed up moving blocks when looking up, will be working properly in the next demo. s0ul0r, would be great if you could try the next demo (I'll have it done within 48h at the most) and tell me if you still get the issue on your desktop, though I'm guessing it won't change a thing.
I'm assuming double-posting is fine as long as it's to add new content. Sorry if that isn't the case! I have some good news and some bad news. The bad news : Cubic won't have a coarse fluid solver. The good news : Because the fine solver works better, faster, and is just generally badass. I thought I'd let you guys mess around with it and see if it breaks. I added some textures too incase you were tired of 'R's. [media]http://img4.hostingpics.net/pics/831146fluidfine1.png[/media] [media]http://img4.hostingpics.net/pics/321895fluidfine2.png[/media] [media]http://img4.hostingpics.net/pics/442890fluidfine3.png[/media] Notes : - the fluid is drawn in a simplistic way at the moment, it tends to have holes in it. It's only temporary, I just needed something to debug the solver with. - there is a block of wood in the grass (straight ahead of you) which indicates where the fluid will fall when you hit the middle mouse button, I suggest you build a container before starting the flow or it will make a very large, shallow puddle on the ground rather fast. [URL="http://www.datafilehost.com/download-5149c309.html"]Download Cubic fluid demo[/URL] (Windows 32-bit, ZIP, 1.65MB)
Well there are less bugs for me now, but you should take a look at this: [media]http://www.youtube.com/watch?v=9GO0KSVLT-4[/media]
[QUOTE=s0ul0r;27523445]Well there are less bugs for me now, but you should take a look at this:[/QUOTE] Thanks a bunch for taking the time to make that video, not that I have any clue why it's happening, but the fact the grass and sky stay textured while the rest goes black is intriguing to say the least... I'll take that over to the Irrlicht forums tommorrow and see if anyone knows what's going on. Was it just the video or did the demo actually jitter/freeze for a moment when the glitch occured? It looked like it. On the off chance it wasn't clear, the holes between the water polygons are normal, for now. Oh and would you mind making sure there are no errors in the console when the glitch occurs? You should be able to Alt-Tab to it. Edit : Knowing ATI and their history of terrible OpenGL support, I figured this was worth a try. There's a Direct3D9 version in this package (2 - Fluid_dx9.exe), please let me know if that works any better for you. [url]http://www.datafilehost.com/download-9ed51312.html[/url]
"Entry Point Not Found - The procedure entry point EncodePointer could not be located in the dynamic link library KERNEL32.dll". Using win32 xp.
Works like a charm with dx ;) So it's obviously the fucked up openGL implementation on ati's side....
[QUOTE=s0ul0r;27524891]Works like a charm with dx ;) So it's obviously the fucked up openGL implementation on ati's side....[/QUOTE] Unless I'm doing something really odd (which I very much doubt given the simplicity), or there's a bug in Irrlicht with OpenGL...it would appear so yes. I'll provide both from now on, since the OpenGL version both loads and runs mich faster for me. [QUOTE=thomasfn;27524810]"Entry Point Not Found - The procedure entry point EncodePointer could not be located in the dynamic link library KERNEL32.dll".[/QUOTE] Let's hope google can shed some light on this for me, never seen an error of the sort. Edit : Seems executables built with VS2010 can only run on WinXP-SP2 and above. Do you not have service pack 2 installed? Sadly I cannot build with an older version of visual studio, since Cubic makes use of several C++0x features and the PPL. Edit2 : Aha, apparently it should work with pre-SP2 if I link to the runtime dynamically. I'll see if I can do that tommorrow. I've been using static linking to avoid people needing to install the VC2010 runtimes.
Yep it's on a pre SP2 machine.
[QUOTE=thomasfn;27526128]Yep it's on a pre SP2 machine.[/QUOTE] Ok, cheers. I'll have a version that should work for you here within 24 hours at most.
[QUOTE=bootv2;27528087]well it's not just that. I'm using an ati HD5770 and it has none of the errors you are talking about. satri, maybe you should look for other things that could be causing this except for blaming it on the ati cards. I've never had any opengl problems with mine.[/QUOTE] I'm no more confident that it's a hardware problem, than a bug in my code, than a bug in Irrlicht. But since it only seems to happen to one person, and only using OpenGL, I don't have much to go on. ATI are well known for having OpenGL issues (although I think they've greatly improved that aspect in the last few years) so I don't think it's impossible. But it is only that, a possibility amongst others. Since it works using dx without a single change in my code (aside telling Irrlicht to use dx rather than ogl), I wouldn't know where to start investigating. It may also be that when I or my teammate write the Irrlicht code properly for our game, the bug vanishes. That would certainly be nice. But for now, as long as everyone can run the demos, that's all that matters. Although thanks for confirming it works on your setup :tiphat:
Here's a sand block, shamelessly copied from the Infinifortress files: [img]http://anyhub.net/file/1wN3-sandblock.png[/img]
[QUOTE=supersnail11;27530010]Here's a sand block, shamelessly copied from the Infinifortress files: [img_thumb]http://anyhub.net/file/1wN3-sandblock.png[/img_thumb][/QUOTE] Thank god you posted that. We'd all be lost without it.
[QUOTE=eXeC64;27532320]Thank god you posted that. We'd all be lost without it.[/QUOTE] Every good block engine needs sand.
[QUOTE=SatriAli;27526452][QUOTE=thomasfn;27526128]Yep it's on a pre SP2 machine.[/QUOTE]Ok, cheers. I'll have a version that should work for you here within 24 hours at most.[/QUOTE] Or maybe not. According to the Microsoft download page for the runtimes...you need atleast SP3. We shall see though, it's worth a shot. Try installing this please : [URL]http://www.microsoft.com/downloads/en/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84&displaylang=en[/URL] And here's the demo package (contains both OpenGL and DirectX9 versions, just incase) : [URL]http://www.datafilehost.com/download-906a4570.html[/URL] Please let me know if you can install the runtimes on your system (it's likely the installer will politely tell you to fuck off), and if so, whether the demos run afterwards. [B]For other people : these executables will [I]not[/I] work if you don't have either VS2010, or the above linked runtime package installed. The demo is the same one I posted above, there's nothing new to see here.[/B]
[QUOTE=supersnail11;27492915]wait wait wait A game for programmers using lua? Like manufactoid?[/QUOTE] You're really thick, aren't you? [editline]20th January 2011[/editline] Anyway, I'll try this out a little bit later.
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