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Etherea1 INTERACTIVE techdemo download


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#1 imerso

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Posted 27 April 2011 - 03:03 PM

I tried to submit an iotd, but my connection dropped and I don't know if it was submitted or not, so as I need to leave home now, I'm posting just the link for it here:

http://imersiva.com/...?f=etherea1_eng (Windows, ~92kb)

Free fly. Some (many?) bugs. Hope you like it! Regards.

#2 TheNut

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Posted 27 April 2011 - 06:13 PM

"You crashed the demo!"
Nice :lol:

Not bad for a procedural driven solar system. The ship's movement could use a bit of work though. It's difficult to navigate with. What are your next plans for the engine?
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#3 Reedbeta

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Posted 27 April 2011 - 06:23 PM

BTW, it doesn't look like the IOTD submission made it in, so if you want to resubmit that then go ahead. ;)
reedbeta.com - developer blog, OpenGL demos, and other projects

#4 imerso

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Posted 27 April 2011 - 06:48 PM

Reedbeta: Will post the IOTD tonight, thank you!

TheNut: I want to finish the first version of the multiplayer game I have in mind (which will initially run 24/7 on a VPS server). The first game is simple, just connect, fly and attack other people or form gangs. Or just fly around in peace, people will decide. Nothing really too complex. I will try to make it accept as many players as possible, but I can't tell how many yet (this server has theoretically a lot of bandwidth and 'enough' cpu, but I never experimented these virtual servers before, I need to benchmark to really tell).

Yes, people are saying controls are weird, interesting is that they do make sense for me. Will try to implement a 'configure controls' in there... =)

#5 Nerd_Skywalker

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Posted 27 April 2011 - 07:26 PM

I just think that the mouse sensitivity is a little bit low.
Re-dun-dant adj. 1. See redundant

TheNut said:

"Hmm, yes. Strong is the force with this one"

#6 imerso

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Posted 27 April 2011 - 07:56 PM

Nerd_Skywalker said:

I just think that the mouse sensitivity is a little bit low.

Will include some form of controls configuration, including sensibility. I still need to write the GUI code before that --- will be making some lightweight GUI that fits in a few extra kbytes.

Target size for the game is still 256kb, including multiplayer mode and builtin chat. =)

#7 touch_the_sky

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Posted 28 April 2011 - 12:03 PM

Cool, launched at work (on slowest machine in the office;), some 800x600 16 settings, some svn and Dropbox syncs going all the time, bazillion of apps running, amazillion of browsers and tabs and still it was over 40fps most of the time.

Impressive, considering how huge the file is.

The only comment I would have, which is probably irrelevant as it's a wip, is that the space itself feels too.. 'nothing happens, static'

#8 imerso

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Posted 28 April 2011 - 01:36 PM

I just updated the demo again, there was a last-minute bug that I added... damn, when I refer to bugs I don't refer to *basic* bugs like forgetting to initialize a rotation variable (causing unexpected rotation in different qualities).

So, when I first posted, I was leaving home to work, but still added a little thing (a bug!), uploaded, posted and left home to work.

Two weeks without a basic bug, then I insert one last-minute to show it. =)

(fixed)

--

Also, the open space is really too empty, will be adding a starfield and debris to give better motion feeling. And the planets are too close to the sun, because there is no navigation system yet. In the game the sun will be much bigger and planets much farther, but then there will be a navigation system to help we find the planets. =)

#9 }:+()___ (Smile)

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Posted 28 April 2011 - 07:58 PM

After I press 'Enter' a window with logo appeared and then crushed :(
(page fault in nvogInt.dll at address 0x00000000), log attached.
Maybe I have outdated drivers?


[23:53:34] ------[ LOG Etherea1(tech).log STARTED AT Thu Apr 28 23:53:34 2011 ]--------------

[23:53:37] OpenGL Vendor: NVIDIA Corporation

[23:53:37] OpenGL Renderer: GeForce GTX 285/PCI/SSE2

[23:53:37] OpenGL Version: 3.2.0

[23:53:37] =======[ Engine initialized ]=======

[23:53:37] Creating camera...

Sorry my broken english!

#10 imerso

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Posted 28 April 2011 - 08:35 PM

'}:+()___ [Smile said:

']After I press 'Enter' a window with logo appeared and then crushed :(

Hmmm will be looking into that as soon as I get back home.

Have you already tried disabling bilinear/mipmapping? I know it sounds weird, but please try. =)

EDIT: I was guessing about GL_RGBA16F + filtering + mipmapping, but I am now guessing another thing, will update this night for sure. Thanks for reporting!

If someone with an nVidia card could confirm if it runs or crash, I'll thank very much.

#11 }:+()___ (Smile)

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Posted 28 April 2011 - 09:41 PM

Found the origin of this bug: '3D Settings' -> 'Threaded optimization' in NVIDIA Control Panel must be set to 'off' for the demo to work. Maybe not enough safe threading interfere with multithreaded driver?


Funny physics you have: ship automatically decelerating in empty space! Aether friction?
Personally I think that realistic Newton physics (with gravity) can be more interesting: you will need to acquire a correct orbit in order to keep away from the planet -- more navigation skill required.
Sorry my broken english!

#12 imerso

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Posted 29 April 2011 - 04:14 AM

Glad to see you found the problem.

The demo is updated with a hopefully more smooth speed control. Now speed is fixed were you put it in. It will speed down only when approaching planets, but if you approach too fast, the ship explodes (there is no explosion animation yet, sorry). What I'm trying to do is limit in some way the speed the player can reach when approaching a planet, while allowing the player to accelerate quicker both in planet and open space.

#13 TheNut

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Posted 29 April 2011 - 04:24 PM

It's pretty much cloning all the other space sims, but jump gates are awesome for galactic traveling. You don't have to worry about overshooting a target or dealing with killer high-g accelerations. Just something to consider rather than tweaking the ship's velocity to much. If you want to keep file sizes down, you could just render a torus for the gates :lol:
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#14 imerso

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Posted 03 May 2011 - 02:05 PM

OK, some changes for the upcoming multiplayer release:

- Will be a galaxy, not a solar system anymore
- Will fix the nVidia's "threaded optimization" compatibility problem
- Physics will be unreal, because real physics in space sucks

Counting 15 days...

#15 imerso

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Posted 29 August 2011 - 02:05 PM

Ok guys,


Life is a bit messed up here, and I am having no time to proceed with this project as I would like to, so I'm selling the 3 domains (imersiva.com, imersiva.com.br and etereo.com.br), plus the full C++ source-code of the Etherea1 engine.

This is a single, full selling for a little amount. The buyer gets everything and do whatever he/she wants with the domains/source-code.

Recent screenshot:

Posted Image

Regards.

EDIT: The screenshot is not retouched, except for the resize down to fit in webpages. The engine is currently OpenGL based, but all OpenGL access is abstracted and isolated in a lib, so it's somewhat easy to make let's say a DirectX equivalent rendering plugin. All textures could be loaded from photorealistic PNG's as well. LOD switching threshold is adjustable, and on the current (unreleased) version in maximum quality you barely notice any popping at all. The 86 fps was taken with a core2duo and a HD3870 (old) videocard. It can be 2x+ quicker on recent cards.

#16 Tottel

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Posted 29 August 2011 - 02:55 PM

It's a shame that you have to drop it. :(





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