Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

[10/26/08]DeM0nFiRe's Irrlicht Test Bed 2 V1.2.0 [Bugfix]

Hello everyone,

Some of you may already know that a few months ago I started DeM0nFiRe's Irrlicht Test Bed. It was my first venture into both 3D Programming and C++, using the Irrlicht Open Source, High Performance 3D Game Engine. I was able to come up with a simple demo of a First Person Shooter level where you could run, walk and jump. However, I could not get very far past that with the little knowledge of C++ I had, so I had to put it on the back burner for a while.

Now that I have finally had time to learn the parts of C++ I was missing, I am now ready to start working on 3D games again. This time around, however, there are a few major differences from my last time around. My first Irrlicht Test Bed is, for now, discontinued. I will now be working on "DeM0nFiRe's Irrlicht Test Bed 2"

Goals for DeM0nFiRe's Irrlicht Test Bed 2:
The primary goal for this project is, of course, learning. I am using this to learn 3D programming, and also to experience first hand the problems that arise from using a complex language like C++ over a more user-friendly language like Ruby. This aspect of the second test bed is identical to the first.

The most noticeable change for anyone who tried out my first test bed, is the fact that I have departed from the First Person viewpoint. The reason being, quite simply, that it is too easy. Irrlicht has a built in First Person Shooter camera, and I wanted to go through programming my own camera so I decided to go Third Person.

The biggest change is that this project has an end goal. When I released my first test bed, I stated that the project was just going to kind of evolve as I decided to add different features. Well, I've decided that a lack of end goal is bad for motivation, so this test bed will have an end goal. The end goal for this project is to eventually be a fully working code base for a 3rd Person Action RPG similar in style to the Zelda games for the Nintendo 64.

Current Release:
The current release version for DeM0nFiRe's Irrlicht Test Bed is v1.2.0

(Current release uses art that came with the Irrlicht Engine)

This release attempts to fix the known issues [003] with framerate independent movement and [004] with the latest Irrlicht version.

The features in the test bed this release are as follows:
3rd Person Camera:
--Rotation on 3 axes independent of the actor's rotation. Angles are controlled by mouse.
--Chase distance can be changed on the fly with the mouse wheel.
--Follows the Player Actor (No, Really?!?)
Player Actor:
--Walking (Actually, running. Only one speed right now)
--Turning (This is a little awkward right now, and it can take some getting used to)
--Jumping
Special feature by request of missingno:
--Double Jump (Please note that the code for double jump is buggy and tested only slightly)

Known Issues: (db == Discovered By)
[001]The camera does not 'accelerate' when it moves. It will move directly proportional to the amount you move the mouse. This can make it kind of hard to get used to the controls, but it is do-able. (db. DeM0nFiRe)
[002]There are some weird things that happen when you jump or run in certain spots on the map. This is a problem with the map's collision info, I am pretty sure. Some future release will have a better map, but for now we'll have to live with it. (db. DeM0nFiRe)
[003]The framerate dependent movement causes higher-end machines to have problems when moving sydney. (db. Sudi)
[004]Because the program is compiled with Irrlicht 1.4.1 as opposed to 1.4.2, the program runs at an incredibly low framerate for some. (db. Halifax) *Fixed*

Sorry, but I do no have any screenshots because I don't have the program I usually use for screenies installed right now. If anyone really needs them, let me know. I will definitely have screenshots in future releases.

The current release can be downloaded at: DeM0nFiRe's Irrlicht Test Bed 2 V1.2.0

Credits for people who have helped me with my code include:
aanderse
Linkin_T
sudi(jacky)
kaeles
VarmintTheRat
 
@Cocoa: That's a very strange question. By GCC, I assume you mean the compiler. I use G++ as my compiler, so yes. I compiled the engine with G++ as well, which is why I can't give you guys Direct X support yet. (I have MSVCPP but I hate it :3)

@Missingno: GOD you are a pain! Nah, just kidding. Yeah, I have to install Graphics Gale at some point anyway so I will take a few screenies a bit later.


@Anopob: tell me your machine's specs, please, and what the error is. (tell me your OS too)
 
That's not strange at all. Some of us can't run code that is made in MSVCPP- I had some trouble a while back with ninja#mint asking me to compile something for Mac.

Which brings up the next thing- Is there any way you can provide the source of the app, or at least a UNIX/Mac binary?
 
The source code is ugly right now so I don't want to release it yet. And I would have a Mac binary for you, actually, because this is cross platform, but I don't have a MacOS. I may be able to get you Linux if that would help, you'd just have to give me a few days to get Xubuntu reinstalled.
 
Bugs I found

When you run in midair, you fall really slowly.  Also, you can infinitely double-jump.

Independent turning and camera movement feels pretty awkward.  If there was a way you could make it to where after the camera is done rotating, the character rotates, it'd look a lot more natural.

Not a lot else to comment on, really.  I'll be watching this.
 
0_0 I said linux, not BSD. I'm not installing a million different operating systems. I'm planning on working on this for Linux and Windows, because I plan on using those two operating systems already.

@djzalzer: Hmm, falling slowly while running, eh? That's really weird I'll look through my code and see why. Thanks for letting me know. As far as the double jump goes, I thought I put something in to keep from infinite double jump, but either way I don't really plan on doing much more with double jump. In future version double jump won't even be there at all, most likely. I just threw it in because missingno made me :p

As far as the camera goes, I know that control scheme is pretty awkward. I do plan on doing something to make it easier to control, but I'm not sure what yet. I like the idea of being able to move the camera all the way around the player at will, because it makes you more able to look at your surroundings in game. Maybe I'll go with Mouse to turn player and WASD to move and strafe similar to FPS controls. I do plan on fixing the controls somehow, so thanks for your input on those.
 
Really, DeM0n- Mac OS X is a BSD-based OS. Source helps a lot, since OpenGL has differences between OSes, and the only SDL difference is where the headers are located.
 
Well, I will release source when I have a stable release, but this release has some bugs (that I haven't yet posted here) That I need to work on first.
 
Well if I read properly and this is GOING to work on Linux and Windows, then that's my problem (I use Windows). So uh yeah, that solved the situation.
 
Well, Anopob- In theory, this should work on any platform that has OpenGL and SDL. (Right?)
Since DeM0nFiRe only runs Linux and Windows, he will provide builds for those versions. Meaning, when he releases the source for a stable version, anyone who wants to use it (and does not have Windows or Linux) will have to build it on their own.
 
Or I may get somebody to help me with an official Mac build. Anyway, I should have version 1.1.0 (Bugfix version) ready sometime this weekend. At that point it should work for anyone with Windows XP and adequate system resources. (Linux build will come hopefully shortly thereafter, and we'll see about a Mac build.)
 
Ok, so I've fixed at least one of the bugs (anyone who got unexpectedly low framrates, you should be golden now).

The bug that the jury is still out on is bug [003] Can anyone with a really fast machine test this and let me know whether or not you get ridiculously fast movements?
 
Processor: 
AMD Athlon(tm) 64 X2 Dual Core Processor 5200+ (2 CPUs), ~2.7GHz

Memory:
4 GB RAM /3GB switch enabled

Hard Drive:
250 GB

Video Card:
ATI Radeon HD 2600 XT (512 MB)

Sound Card:
Speakers (Realtek High Definition Audio)

Operating System:
Windows Vistaâ„¢ Ultimate (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.080425-1930)

Motherboard:
ASUS M2N-VM DVI

this didn't become very fast it got to a normal speed...
 
DeM0nFiRe":30oix3mz said:
0_0 I said linux, not BSD. I'm not installing a million different operating systems. I'm planning on working on this for Linux and Windows, because I plan on using those two operating systems already.

If you are going to use Linux I suggest Ubuntu Ultimate Edition it has most of the programs wrapped with it on the install :thumb:
 
Zethus, thanks very much for testing. All I need now is someone with a high quality NVidia card to test this one (It seemed like bug [003] was most common in Nvidia cards because bug [004] caused most ATI cards to slow down, not speed up) and I can cross of bug 3 and officially begin the 2.x branch.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top