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Open world engine for RPGs |
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c4ooo:
I got bored so i started programming an engine for open world RPGs. (In c++ with openGL 2). The world is split into "cells"/"chunks" which are loaded/removed as you move around. Alpha-mapping is used to shade different ground textures onto the ground mesh. (the ground is a mesh, not a hightmap, to allow for more freedom.) I am also programming some sort of "construction set", which currently allows you to edit some values of the cell, adding/removing/manipulating prefabricated objects in the cell, and a utility to paint textures onto the ground. Prefabs will range from things like rocks on the ground, to entire dungeons. Progress: Terrain rendering / resource management- mostly done. Prefab rendering/manipulation - started loading .ini files - need to start construction set - lots of tedious work needs to still be done, but its not necessarily hard; proper saveing/loading of cell data. Resource manager for materials/textures/prefabs - started; lighting - light is magical right? physics - some progress, mostly on hold for now. things that need to be done in feature that i haven't thought about yet: Entity system. Actual RPG elements like questing, etc. Event Scripts. Mesh editor (?!) Pictures: This is how the construction set looks so far: The ground repeats like that becomes i am too lazy to make proper terrain, so i just made it repeat. Texturing the ground: (In this case removing textures.): Added a prefab (that pink thing) to the cell: (as well as some texturing to the alpha map). |
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