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More experiments with 3D - Gideros Forum

More experiments with 3D

Still discovering 3D game creation and experimenting with various tools. Today a demo of Gideros showing a 3D race track built with Kenney Asset Forge (https://kenney.itch.io/assetforge-deluxe) and some assets from Keith (https://fertile-soil-productions.itch.io/).

Rather happy with the result so far.

If you like those tools, please help their authors with a donation.


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Comments

  • MoKaLuxMoKaLux Member
    edited April 4
    Great work.
    After experimenting with 3d I discovered I needed height field shape: https://wiki.giderosmobile.com/index.php/R3d.HeightFieldShape.new
    Are you using it in your demo?
    From the demo it seems each models are separated (trees, hills, ...) because they cast shadows. How did you build the level?
    I used tiled to build my 3d world but the tool is not very well suited for 3d. Building the level in blender would be the best way but that would mean using height field shape which I haven't experimented with yet.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    hgy29 said:

    Still discovering 3D game creation and experimenting with various tools. Today a demo of Gideros showing a 3D race track built with Kenney Asset Forge (https://kenney.itch.io/assetforge-deluxe) and some assets from Keith (https://fertile-soil-productions.itch.io/).

    Rather happy with the result so far.

    If you like those tools, please help their authors with a donation.


    Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?
    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
  • MoKaLuxMoKaLux Member
    @oleg I think that's the models hgy29 used (low poly models). You can see the rounding of the road is quite smooth.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    MoKaLux said:

    @oleg I think that's the models hgy29 used (low poly models). You can see the rounding of the road is quite smooth.

    There are enough polygons. The problem is that the vertices of the adjacent polygons are separated, so the faces of the polygons are visible.

    Likes: MoKaLux

    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
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  • hgy29hgy29 Maintainer
    oleg said:


    Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?

    I don’t know. Gideros processes the normals correctly so I assume they are just absent from the models I used, or the tool (asset forge) don’t handle them.

    Likes: oleg

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  • hgy29hgy29 Maintainer
    MoKaLux said:

    Great work.
    After experimenting with 3d I discovered I needed height field shape: https://wiki.giderosmobile.com/index.php/R3d.HeightFieldShape.new
    Are you using it in your demo?
    From the demo it seems each models are separated (trees, hills, ...) because they cast shadows. How did you build the level?
    I used tiled to build my 3d world but the tool is not very well suited for 3d. Building the level in blender would be the best way but that would mean using height field shape which I haven't experimented with yet.

    I didn’t try to add physics yet, and if I do I’ll probably use heightfieldshape for the terrain.
    The terrain is a single model built with asset forge. Today I’ll try to add a vehicle on the track and see how I’ll handle collisions and controls.

    Likes: MoKaLux

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  • Apollo14Apollo14 Member
    Looks nice. But how do you guys design 3D maps without viewport? Monkey-code x-y-z of every mesh?
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
    “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
  • hgy29hgy29 Maintainer
    Apollo14 said:

    Looks nice. But how do you guys design 3D maps without viewport? Monkey-code x-y-z of every mesh?

    I’d like to know of a good tool to d that myself (beside using unity). So far asset forge is the closest tool I found for that purpose. And it is not it’s purpose in fact, so it lacks ways of naming objects. But it can compose a scene from building blocks and export it as a big object... and is easier to use than blender. Maybe the exported object could be reopened in blender and adjusted from there though.
  • MoKaLuxMoKaLux Member
    We can already make a scene using r3d and the obj class.

    The ground, walls, houses, bins are different 3d objects.
    The problem is arranging the 3D scene, I tried using tiled, that works but I have to work from a top down view and know the exact dimensions of my objects for best results!
    What I am missing the most today with r3d are heightfieldshape and animations.
    The obj class you wrote works just great <3
    r3d_scene.png
    482 x 852 - 449K
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • MoKaLuxMoKaLux Member
    edited April 5
    here is the above scene I build using tiled:

    sample code is here: http://forum.giderosmobile.com/discussion/comment/62142/#Comment_62142
    r3d_scene2.png
    511 x 523 - 17K
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • Apollo14Apollo14 Member
    hgy29 said:

    Apollo14 said:

    Looks nice. But how do you guys design 3D maps without viewport? Monkey-code x-y-z of every mesh?

    I’d like to know of a good tool to d that myself (beside using unity)
    There's one "dark horse": W4 Game Creation Kit. But it's not ready yet, they planned to release alpha version this spring, but probably it'll be delayed because of current world hysteria.
    Their team consists of ~20 employees who previously worked in large gamedev companies. Currently, nothing is known about the W4. Will it be open-source, who sponsors product development, and how will they keep paying salaries to 20 employees.
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
    “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
  • olegoleg Member
    hgy29 said:

    oleg said:


    Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?

    I don’t know. Gideros processes the normals correctly so I assume they are just absent from the models I used, or the tool (asset forge) don’t handle them.
    hgy29 said:

    oleg said:


    Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?

    I don’t know. Gideros processes the normals correctly so I assume they are just absent from the models I used, or the tool (asset forge) don’t handle them.
    If on your models the vertexes are not connected - it not only makes the angles sharp, it also puts more load on the gpu ..
    my games:
    https://play.google.com/store/apps/developer?id=razorback456
    мій блог по гідерос https://simartinfo.blogspot.com
    Слава Україні!
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