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Dang Moles Game
Posted: Sat Sep 05, 2009 1:51 pm
by goldenxp
I'd like to share the first thing I built with ZGE.
No moles and no usable hammers yet. I'm modeling everything in ZGE which is quite the trip.
Posted: Sat Sep 05, 2009 2:02 pm
by Kjell
Great choice for a first project. ZGE is perfectly capable of doing everything you want in a whac-a-mole game with ease. In case you do happen to run into any problem / obstacles, feel free to ask for help.
Good luck ~
Kjell
Posted: Sat Sep 05, 2009 5:11 pm
by diki
it's looking pretty good already, especially the grass. just wondering: did you let the framrate run free, or is the geometry using a lot of faces? it currently requires the attention of an entire core on my processor :)
Posted: Sat Sep 05, 2009 5:23 pm
by goldenxp
That's interesting. The frame rate is set to SyncedWithMonitor. It's not a lot of polygons. The grass is a series of stacked planes (Nets) with transparency based on procedural noise.
Posted: Sat Sep 05, 2009 6:08 pm
by VilleK
Yeah, the grass looks real nice. It only takes 2-3% cpu time on my computer, but if you are using RenderNet combined with an RenderVertexExpression that uses the noise-functions then that can be quite performance heavy if the net is made of many vertices.
Posted: Sun Sep 06, 2009 2:08 pm
by jph_wacheski
I like it, yup the grass does look good! If the nets are all at the same z could you not just compute the transparency mixing in the actual texture inplace of doing it realtime? using bitmap load perhaps,. ..
Posted: Sun Sep 06, 2009 7:17 pm
by panurge
nice project, and
If the nets are all at the same z could you not just compute the transparency mixing in the actual texture inplace of doing it realtime?
quote.
Anyway, i noticed that the camera slighly moves when you change the selected point (just a single pixel shift): was it meant for some reason?
Posted: Sun Sep 06, 2009 9:10 pm
by goldenxp
Thanks for the feedback everyone.
The Net has an X and Y count of 3 and there are 4 of them. The noise is built with a BitmapExpression and textured onto the nets. There is no vertex displacement occurring so it shouldn't be too intensive.
The camera moves slightly so the motion has a little more impact. It's purely cosmetic; I feel it is better compared to a static camera. Is it bothersome? It probably will not be too noticeable once there is action going on in the game.
Thanks