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Foof Engine - My latest real time 3D hobby thing stuff...
Archive: 92 posts
(I'll be covering a lot of my progress on my blog here http://foofles.blogspot.com/) Anyway, a few vids on my youtube channel. In case anyone is into this stuff, I think the other game development thread died Here's a video of some of what's supported now.... Brocccccoooollliiiii! http://www.youtube.com/watch?v=FsAVcQAfC3s | 2010-01-17 02:45:00 Author: Foofles Posts: 2278 |
uhh... like... lol? its pretty cool add like more weapons and enemies that fight back and you got yourself a player(me ) | 2010-01-17 05:43:00 Author: Racroz Posts: 406 |
hehe, I'm mostly setting up the framework for anything... making silly things because I can make them quickly :O | 2010-01-17 06:13:00 Author: Foofles Posts: 2278 |
The giant headbanging broccoli is too much win! | 2010-01-17 07:42:00 Author: OmegaSlayer Posts: 5112 |
Hey, you've gotten pretty far on this it seems....I can only ask one thing: Where is Mr. Cheese? | 2010-01-17 09:27:00 Author: Zwollie Posts: 2173 |
That's hilarious. | 2010-01-17 11:05:00 Author: BasketSnake Posts: 2391 |
I'll keep this thread updated with progress I'm using food for now because I can model and animate them very quickly... hmm.... what should I implement now? Methinks I need to work more on the level geometry collision stuff, though I'm itching to implement normal mapping... | 2010-01-17 16:34:00 Author: Foofles Posts: 2278 |
add a pineapple boss! that'd be cool and he shoots tomatoes at you that'd be cool too lol good luck with this project | 2010-01-17 17:11:00 Author: Racroz Posts: 406 |
Heh, You know what. Just for you I do need to do some kind of "Enemy sees you" code... stay tuned | 2010-01-17 17:56:00 Author: Foofles Posts: 2278 |
Ha.. I made it so the bananas leave a blood stain when they blow up and the little chunks of bologna leave a blood stain when they hit the ground, looks like something out of a 4th grader's fantasy... vid to come soon | 2010-01-17 20:33:00 Author: Foofles Posts: 2278 |
lol does the game have levels? like level 1: Bananaton level 2: DONT EAT YOUR BROCOLIES KIDS!!! RUN AWAY!!! | 2010-01-17 20:47:00 Author: Racroz Posts: 406 |
Lol It's not really so much a game as I'm working on the framework to make games but if there proves to be an interest in killing random fruits and vegetables then maybe | 2010-01-17 21:26:00 Author: Foofles Posts: 2278 |
Umm... pineapples http://www.youtube.com/watch?v=WRvHW3LsDZ0 lol.. I'll need to add more than these little orbs they're just easy to work with. So basically these pineapple turret things are actually testing some very important things: 1) Objects orienting towards other objects 2) Objects orienting towards other objects but only yaw wise 3) Smoothly stepping into / delay with said orientation... 4) The fireballs come out of his gun barrel things... this uses the same stuff as how I mount objects to other objets, in the model there are special little tags So yeah. Also the blood mark when the enemies explode and the blood stains when the gibs hit the ground. I tell you, I cracked up like crazy the first time I actuallly ran that. | 2010-01-18 15:17:00 Author: Foofles Posts: 2278 |
/approves of music | 2010-01-18 16:50:00 Author: Syroc Posts: 3193 |
oh and there should be little tofu cubes mingling with the bananas! but with tiny little guns! | 2010-01-18 16:59:00 Author: Kern Posts: 5078 |
oh and there should be little tofu cubes mingling with the bananas! but with tiny little guns! Hmmm... http://www.youtube.com/watch?v=p7c3bQQmwVE lol I'm working out some kinks in more subsystems but will have something new soon | 2010-01-18 17:48:00 Author: Foofles Posts: 2278 |
Hmmm... http://www.youtube.com/watch?v=p7c3bQQmwVE lol I'm working out some kinks in more subsystems but will have something new soon Oh my....THANKS FOR THE RETRO OVERLOAD!! Doug, now that has been a while! | 2010-01-18 17:51:00 Author: Zwollie Posts: 2173 |
Oh yeah, Doug owns... so I need more small enemy ideas... something silly lol it's not important but I figure videos of the same guys gets old. | 2010-01-18 18:20:00 Author: Foofles Posts: 2278 |
How about grapes? Would give you some sort of a challenge. They can throw pieces of themselves. | 2010-01-18 18:31:00 Author: Zwollie Posts: 2173 |
Hah I like that. | 2010-01-18 18:42:00 Author: Foofles Posts: 2278 |
It almost looks like a game made with claymation. Good work, sounds like fun. | 2010-01-18 19:40:00 Author: Arkei Posts: 1432 |
LMAO! i cant believe you actually did it! haha! its pretty awesome! | 2010-01-18 20:28:00 Author: Racroz Posts: 406 |
enemys... is it just fruit or food in general? what about a cabbage for a big enemy and when i gets destroyed it asplodes into a load of Sprouts :eek: | 2010-01-18 22:40:00 Author: Kern Posts: 5078 |
Big sets of grapes, and when they die they turn into lots of little grapes. | 2010-01-18 22:51:00 Author: Incinerator22 Posts: 3251 |
Ha great thinking Like I say I am mostly working on the framework that'll facilitate... well, anything. So far war on veggies seems as good a test as any! I like these ideas of sprouting into smaller enemies... I should be able to drop that in pretty easily. | 2010-01-19 01:53:00 Author: Foofles Posts: 2278 |
"Look at that, BROCCOLI bloody mess." Win. | 2010-01-20 02:12:00 Author: FreeFlyzz Posts: 265 |
Here's just an idea. You could have monkeys that eat the banana, throw the peel at you, and then spit the banana pieces out at you xD | 2010-01-20 02:21:00 Author: Arcane-Izan Posts: 19 |
Lol creative, I couldn't expect any less considering what these boards are for I meant to have an update today but I've been feeling really iffy I'm reworking some things related to my animation system and grouping objects... eg, a character holding a sword in his hand. | 2010-01-20 02:26:00 Author: Foofles Posts: 2278 |
Lol creative, I couldn't expect any less considering what these boards are for I meant to have an update today but I've been feeling really iffy I'm reworking some things related to my animation system and grouping objects... eg, a character holding a sword in his hand. Dude! That's awesome! You could have somebody who picked grapes off of the broccoli and turn them into electric grape balls!! | 2010-01-20 02:51:00 Author: Arcane-Izan Posts: 19 |
Carrot Missiles. Need I say more? | 2010-01-20 02:53:00 Author: chezhead Posts: 1063 |
awesome, waiting to see new update How about flying carrots that are sorta like jets? | 2010-01-21 00:47:00 Author: Racroz Posts: 406 |
Interesting stuff... right now I'm working out some major kinks in my animation system. Remember, everything is from scratch, including my 3D file format and the plugin to export to it from 3D Studio Max. Making progress though. | 2010-01-21 01:23:00 Author: Foofles Posts: 2278 |
NEW VIDEO! http://www.youtube.com/watch?v=sPiUIeGBZYE Ok so basically... kung fu moves! He kicks! He punches! Hooya! The enemies are set to just basically herd to you if you're within a certain range, the grape enemies will chuck grapes at you every 4 seconds that just leave a juicy mess on the ground for now... also if you kill a grape, a bunch of little grapes will fly out with the meat gibs and also leave juicy messes. Mostly a major test for my animation system... there are some issues here but will sort it out. | 2010-01-22 22:19:00 Author: Foofles Posts: 2278 |
Just plain awesome Mind I ask what you use to make that?? | 2010-01-23 02:35:00 Author: Arcane-Izan Posts: 19 |
Just plain awesome Mind I ask what you use to make that?? Programming with Microsoft Visual C++ and the latest DirectX SDK, using DirecTX 10 (Free) Models are done with 3D Studio Max 8 Video recorded with Fraps and edited with Ulead... I think that about covers it lol | 2010-01-23 02:43:00 Author: Foofles Posts: 2278 |
Foofles, did yu start using a cel shading technique or am I going crazy? Grapes look great, btw | 2010-01-23 15:15:00 Author: Zwollie Posts: 2173 |
Yes, I use a really rough cel shading technique I kind of whipped up in 10 minutes haha. Basically it clips the lighting multipliers in bands... instead of a smooth fraction between 0 and 1 it clips it to 0 , 0.3, 0.7, 1. Works so far! Also here's a render of a cheese doing a flying kick on a banana: | 2010-01-23 16:21:00 Author: Foofles Posts: 2278 |
This is great! I'm going to stay tuned for this O_O | 2010-01-23 21:52:00 Author: AbstractFlesh Posts: 837 |
Lol this rocks pretty hard! score on the top left corner? is this turning into a game? | 2010-01-23 21:55:00 Author: Racroz Posts: 406 |
Haha maybe... I also kind of got bored of just seeing the "Cheese 'n' Nanners" text I left in there, also I keep changing the fontset lol | 2010-01-23 22:09:00 Author: Foofles Posts: 2278 |
Currently working out normal mapping support in my renderer... I worked out a really fast tangent space calculation for my terrain, now I have to work one out for my regular 3D models... I think it looks awesome! (Normal mapping is a technique where you paint the shading detail of a more complicated model onto a simpler one) | 2010-01-24 03:05:00 Author: Foofles Posts: 2278 |
Cool as always! got a release date? | 2010-01-24 03:14:00 Author: Racroz Posts: 406 |
lol, I really should be working on more engine intrinsic stuff but I want pretties The resource management in all areas needs a lot of work. But making a lot of progress. | 2010-01-24 03:24:00 Author: Foofles Posts: 2278 |
mr. foofles, we need some evil asparagus or something. His name can be Aspara-Gus. | 2010-01-24 21:35:00 Author: xkappax Posts: 2569 |
mr. foofles, we need some evil asparagus or something. His name can be Aspara-Gus. This is turning out to be right out of a young child's nightmare | 2010-01-25 01:48:00 Author: Foofles Posts: 2278 |
So got any news? like "soundtrack will be available on itunes" or maybe the details of the collectors edition? | 2010-01-26 01:13:00 Author: Racroz Posts: 406 |
Guys there's a new game coming out! Cheese Rage, a Foofles production. | 2010-01-26 01:34:00 Author: FreeFlyzz Posts: 265 |
No, no, no i already pitched foofles the real name: "The Mutants Fruits and the Dr.Broccoli VS. Kung Fu cheezo!" it'll FLY off the shelves | 2010-01-26 02:15:00 Author: Racroz Posts: 406 |
"Holy fruit! This should be a must-eat!" | 2010-01-26 12:40:00 Author: FreeFlyzz Posts: 265 |
Do you skin and animate with 3ds max? | 2010-01-26 13:31:00 Author: BasketSnake Posts: 2391 |
Haha, I'll have to sign you guys up for my marketing team Do you skin and animate with 3ds max? Yes. And don't let this be representative of my total ability, I chose cartoony fruit because I could make them extremely quickly. I created an exporter for MAXScript to export to my 3d file format, foof 3D format. It's slowly growing in features... so far it supports multiple subsets with one material per subset, and supports bone animation with up to 256 bones per model. | 2010-01-26 14:09:00 Author: Foofles Posts: 2278 |
You should give the cheese powerups' like cocktail sticks so he can sweep attack the smaller enemies; and give some of the enemies blow torches to melt teh cheez! So when you run out of health you melt into a gooey puddle. | 2010-01-26 17:33:00 Author: Kern Posts: 5078 |
If I create a low poly item with bone structure and skin modifier can you use it? Can you use high poly stuff too? | 2010-01-27 17:34:00 Author: BasketSnake Posts: 2391 |
If I create a low poly item with bone structure and skin modifier can you use it? Can you use high poly stuff too? Yes to both. The exporter I made for 3DS max only works with the "Skin" modifier, not skin wrap or skin morph. I'm not sure if that's a terrible limitation, I'll look into it later. My format Foof3D / .f3d supports multiple subsets with one material per subset (at the moment), the limit to the subsets is pretty high so not worth mentioning. There is a limit to the number of bones though, 255 ( I know I said 256 earlier, I lied. It's 255, the 0 is reserved) And each vertex can only have 4 blend weights (But I think Max automatically limits each vertex to 4 weights anyway) and the weights must be normalized (Again, 3DS Max does this automatically by default) No limit to number of animations or length of each animation, they do not have to be uniform length. eg you can have one animation that's 40 frames and another that's 100. Model MUST be in the "default pose" for the first frame (Frame 0 in Max's Timeline). ie the pose before all bone transforms are applied (usually for instance with arms and legs oustretched) Texture formats supported in engine: Jpg, bmp, tga, dda, png - with the latter two supporting the alpha channel. I like the idea of power ups and health in general it is something I've considered... in fact, I am working on systems to make it much easier. I'm greatly improving my collision detection phase and will continue to improve my collision against static / "level" geometry... (not terrain but eg. buildings, hallways, etc.) I have some older vids showing it works but I want to make it work faster. As I usually say, these cheeses and vegetables are merely prototypes for bigger and better things. The characters are neither representative of my abilities nor the engine's capabilities. | 2010-01-27 23:10:00 Author: Foofles Posts: 2278 |
hello there Any new progress? im really interested in this in the kung fu cheezo vs killer fruits game | 2010-02-09 21:16:00 Author: Racroz Posts: 406 |
The foof engine rules. End of story. | 2010-02-09 21:59:00 Author: BasketSnake Posts: 2391 |
yah...you could make a lbpc-only beta for it too! | 2010-02-10 01:00:00 Author: theswweet Posts: 2468 |
Resurrection!? I've been working a lot of engine sub systems... right now I'm working on particle effect systems and more features for the animated characters... also improvements to the terrain and static geometry are an ongoing thing... also HDR and bloom! I have a basic bloom model going, I'll have a fancier tech demo later in the week if all things go well. | 2010-02-10 02:44:00 Author: Foofles Posts: 2278 |
I'm expecting PS3 FF7 tech demo quality. | 2010-02-10 16:56:00 Author: BasketSnake Posts: 2391 |
Heh I'm just at a point where I have to hammer out too many different technical things at once. I'm working on my particle systems and a dedicated utility application to make particle system effects. At some point I'll start demoing indoor environments too to show that I can support that. | 2010-02-10 17:51:00 Author: Foofles Posts: 2278 |
Yeah just had to resurrect, better than PMing you for progress so any new fruits or enemies? | 2010-02-11 19:22:00 Author: Racroz Posts: 406 |
I really haven't added many new characters, I did add a sort of laser blaster for a new UFO type thing... I also want to add sound. Though there's a ton of sound APIs apparently, I'm not exactly sure which one is "hip" right now. | 2010-02-11 22:48:00 Author: Foofles Posts: 2278 |
I know a bunch of people who are using SDL for sound... Might be worth looking into, but I haven't personally done anything with it. | 2010-02-13 22:55:00 Author: microchirp Posts: 412 |
SDL is pretty cool as far as I know. I was thinking of just working with one of Microsoft's API but why reinvent the wheel if the libraries already exist? I'll look into my options today My valentine - the computer. | 2010-02-14 07:36:00 Author: Foofles Posts: 2278 |
SDL is pretty cool as far as I know. I was thinking of just working with one of Microsoft's API but why reinvent the wheel if the libraries already exist? I'll look into my options today My valentine - the computer. Why would you use a Microsoft API? That severely limits portability. | 2010-02-14 22:57:00 Author: microchirp Posts: 412 |
Why would you use a Microsoft API? That severely limits portability. I could always drop in a more portable solution later. Right now I am focusing on Windows PC, I've only made rendering solutions for DirectX 9 and 10 in this project so XACT_ or XAudio_ would be a fine compliment. If need be later on I will create an OpenGL rendering plugin. | 2010-02-15 00:36:00 Author: Foofles Posts: 2278 |
I could always drop in a more portable solution later. Right now I am focusing on Windows PC, I've only made rendering solutions for DirectX 9 and 10 in this project so XACT_ or XAudio_ would be a fine compliment. If need be later on I will create an OpenGL rendering plugin. Bah! DirectX... *shakes fist* OpenGL is generally superior to DirectX. It's faster, more powerful, and more portable. DirectX is a brilliant marketing strategy from Microsoft. Direct X was created by Microsoft to pretty much ensure that they keep the gaming market that they have (DirectX only works on windows after all , unless you count the Xbox consoles)... The Xbox helped to popularize DirectX among developers... So now a lot of people know DirectX, and a lot more places teach the DirectX API. What it all boils down to is DirectX won't run on Mac's, linux, BSD variants, or anything other than Windows machines. In fact, DirectX is becoming one of the pushing factors for purchasing a new Windows release now. Essentially what Microsoft has done is ensured that developers can't port their games to other platforms as easily, which helps keep Windows on top. As seen with DirectX 10 it's also used to help convince people to purchase newer versions of Windows. It's actually brilliant. The problem is that hardware vendors are starting to support DirectX over OpenGL, which further perpetuates the situation. The main thing that DirectX is good for is promoting competition, so both DirectX and OpenGL should get developed more than previously. Which is pretty much a necessity. Either way, OpenGL + SDL should be fine for a really large range of platforms. Using DirectX will limit you to Microsoft platforms... Which may be fine for your purposes, but it's still worth thinking about. | 2010-02-15 01:04:00 Author: microchirp Posts: 412 |
I've used OpenGL much in the past... DX10 Works pretty well for me considering my current target. I roll my own classes for meshes, sprites, fonts , etc. so things are decoupled enough for me to easily drop in an OpenGL rendering routine. I'm aware that DirectX is just a marketing ploy, but it's gotten better in recent years and like you've said, it pretty much took the spotlight. | 2010-02-15 02:13:00 Author: Foofles Posts: 2278 |
I've used OpenGL much in the past... DX10 Works pretty well for me considering my current target. I roll my own classes for meshes, sprites, fonts , etc. so things are decoupled enough for me to easily drop in an OpenGL rendering routine. I'm aware that DirectX is just a marketing ploy, but it's gotten better in recent years and like you've said, it pretty much took the spotlight. Fair enough . So, I take it you're writing this in C++? Anyways, I think I'm actually going to learn SDL in a bit... Because, I have never done anything with it before, and now I'm interested . | 2010-02-15 02:30:00 Author: microchirp Posts: 412 |
Fair enough . So, I take it you're writing this in C++? Anyways, I think I'm actually going to learn SDL in a bit... Because, I have never done anything with it before, and now I'm interested . Yes, all in C++. And that's cool, enjoy . I've been really slow on working on this lately because of some local matters but I'm moving along. | 2010-02-15 02:34:00 Author: Foofles Posts: 2278 |
*Head asplodes* I only wanted to know who the kung fu cheezo is killing next not what microsoft did to who with what lol | 2010-02-15 03:38:00 Author: Racroz Posts: 406 |
I'm gonna have to pull a "stay tuned" here Sorry, just too many engine critical components need working on... however I tend to be sway off on tangents if a good character idea comes along, like I did with those grapes. But the cheese will be back in a video soon, and with snazzy effects! | 2010-02-15 04:23:00 Author: Foofles Posts: 2278 |
Yay! ok i'll stay tuned | 2010-02-15 19:26:00 Author: Racroz Posts: 406 |
Awesome stuff! Which program did you use to make the game? | 2010-02-15 20:08:00 Author: Matimoo Posts: 1027 |
Awesome stuff! Which program did you use to make the game? I'm using MS Visual C++ with the DirectX SDK / DirectX 10, 3D models are made in 3DS Max. | 2010-02-15 22:08:00 Author: Foofles Posts: 2278 |
LOL!!!!!!!!!!! thats funny | 2010-02-25 22:15:00 Author: The_Lil_JoKeR Posts: 745 |
Ha thanks, and hey Joker! Sorry I haven't been on PSN much lately If anyone cares - I am in the process of a GUI scene editor, I have it mostly done I just improving the way my terrains are stored and drawn, good stuff going on! I just haven't worked on this much because of RL issues I still haven't included sound... I know that sounds kind of odd but hey! | 2010-02-26 00:00:00 Author: Foofles Posts: 2278 |
UPDATE: Ok everyone, just to show I haven't forgotten about this... a little run through what scene editing is like so far in the Foof Engine. Note: There is a windows GUI to all of it but it's unfinished and the video is focused mainly on the 3D window to get better detail from the video. This might be a little boring, soon I'll have a gameplay vid of jumping around and doing some cheese stuff in one of these created levels. http://www.youtube.com/watch?v=R8BL3HSCajE | 2010-03-20 15:19:00 Author: Foofles Posts: 2278 |
Wow that looks great, the editor looks really simple to use. | 2010-03-20 16:31:00 Author: Shermzor Posts: 1330 |
There is a windows GUI like I said, but a lot of it is incomplete... lots of blank frames where preview images are supposed to be, etc. Within next few days I will have a gameplay vid. | 2010-03-20 17:17:00 Author: Foofles Posts: 2278 |
Dan and I are on the lookout for game engines and so I'll be keeping an eye on future updates | 2010-03-20 18:11:00 Author: Shermzor Posts: 1330 |
Alex Evans and his silly LBP engine...The Foof-engine pi-- on crysis. | 2010-03-20 18:28:00 Author: BasketSnake Posts: 2391 |
UPDATE!!!! I recently started working on Foof Engine again. Some real life issues has kept me from it but here's some new stuff: http://www.youtube.com/watch?v=3xMcwoHU2z0 Showing some basic platform collisions and I now support tangent space normal mapping. I'm kind of reworking my rendering engine from the ground up and at the moment I didn't push in support for a lot of things... including blending between animations. I'm trying to make it work better than it was before. | 2010-05-27 22:30:00 Author: Foofles Posts: 2278 |
Lol! I love the way the creature jumps and runs! Hah Anyway, looks great! | 2010-05-27 23:15:00 Author: piggabling Posts: 2979 |
Thanks! Hehe yeah he looks funny, I'm still reworking the animation system a bit. I took out the blending between 2 animations to make it more efficient, but I can still animate each bone independently. I actually took out a lot, need to put point and spotlights back in, as well as shadow mapping. As well as improving the speed of Character - Floor collision checks. I also am gonna try putting in the krrlang sound library to get some real music and sound in there | 2010-05-27 23:23:00 Author: Foofles Posts: 2278 |
Alright update, added support for moving / spinning platforms... they work kind of like in LBP, when you create it in the level design you can set min and max values, speed, pause, the axis of rotation / movement, etc. etc. etc. Also using a different method for shininess. http://www.youtube.com/watch?v=P0vjZh8MsGg Does anyone care? | 2010-06-08 02:11:00 Author: Foofles Posts: 2278 |
nice job foof, looks like good lighting too | 2010-06-08 05:08:00 Author: theswweet Posts: 2468 |
Nice to see updates on your project What's the next milestone you're working towards? | 2010-06-08 20:15:00 Author: Shermzor Posts: 1330 |
Hahaaa! I'm loving it! Keep up the hard work! | 2010-06-08 20:16:00 Author: piggabling Posts: 2979 |
Thanks guys Next milestones will mostly be under the good optimizations and reworking in things from previous builds (Point lights, spot lights, text on the screen, billboards, particle systems) But will also have an improved level editor supporting adding these moveable scene brushes. Improved lighting and materials... Right now everything is equally shiny but will support saving surface shininess both as a float or as a specular map. Will also support parallax occlusion mapping, shouldn't be too hard to squeeze in there now. Shadows will also be correct on it. | 2010-06-09 03:26:00 Author: Foofles Posts: 2278 |
once thats done, add in a character maker, an enemy maker, and rpg elements... and voila! lbp on pc...or mac...or even linux i guess! | 2010-06-10 03:55:00 Author: theswweet Posts: 2468 |
once thats done, add in a character maker, an enemy maker, and rpg elements... and voila! lbp on pc...or mac...or even linux i guess! Well I'm not really aiming towards a game making game like LBP or MNR, it's a little lower level than that. It's more like what runs the game... so you could just make whatever you want in a 3D modelling program and load it in the engine. | 2010-06-10 14:38:00 Author: Foofles Posts: 2278 |
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