My Game Development Project

Caporegime
Joined
17 Mar 2012
Posts
50,198
Location
ARC-L1, Stanton System
I have no direction or intent with this development, this is purely a hobby as well as a learning exercise for me.

Its been ongoing on and off in my spare time for about a year.

Built on Cryengine 3 EaaS, currently 3.6.17

It is mainly a world of varying scenery, i am also using it to experiment with Bullet Physics, some of which i have already done and will be uploaded to this soon.

I will be continuing to update this as the project progresses.

Please feel free to post comments, constructive criticisms and advice.

So i will start with a few screen shots. :)

Alpha 2.1 Download here

Alpha 2 Download here

Physics part 1, Particle collisions here.

Working on, incomplete. Part 1 here.

Working on, incomplete. Part 2 here.



 
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Looks like fun.

RE first screenshot - one thing that makes a big difference graphically to level design (especially indoors stuff) is "trim" the transition from the walls to ceiling and stairs to walls sticks out as its so abrupt.


It is a bit abrupt, i'll use that technique, thanks Roff.
 
Not the greatest example but heres one from something I was doing:

shot0035c4.jpg

With the weathering at the top to mask the transition (obviously grubby isn't suited to every scene).

Yeah, it softens it, it looks pretty good.

I have a similar problem with another interior elsewhere in the map, its a clean domestic living interior, i have no shame in admitting that i'm struggling to make it look real, not like some cardboard cutout.

Aside from the brutal angles, adding texture bump-maps to the walls results in odd shading that doesn't look nice at all.

Cryengine also has a problem with light bleed, with and without GI the walls facing the sun bleed light around the edges from a distance and to some extent through the whole wall, and the shadow wall ends up an odd colour, Magnolia has a green tint.

I haven't looked to much into it yet, i have moved on to other things, i'm going back to it later.
 
Modern interiors are tough - a lot comes down to getting exactly the right level of specular and bounced light, too much or too little ruins the illusion. The unreal 4 paris demo is a good source of examples of what works.

Yeah i like that, have a look at this, this guys pretty good. if you look at his textures they are slightly smudgy, i think that might be how you get around the flat 2D look.

Its the same engine i'm using.


 
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Physics part 1

Particle collisions.

Normally when you shoot at a surface the particles generated fall through the floor and pass through surrounding objects.

Basically this is because those particles don't know where they are in real time and they don't know what is in its surroundings.
Its basically an animation effect pasted over the environment.

You may have seen Particle Physics in games like Metro Last Light and Boarderlands 2, this is generated by Nvidia's CUDA GPU PhysX engine.

CryEngine 3 has a Bullet Physics Engine back end which can be used to create the same effect.

This is what i have done here.

I used CryEngines built-in effects libraries, i beefed them up a lot and made some collision modifications. I'm not going to go into much detail about air resistance and gravity reactions but you may notice those effects in some of this.

Stones and Leaves from a grass surface, also more generalised messing about.

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Metal Sparks impact with the ground and then bounce or slide along it.

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Shooting into the Tree Canopy generates leaves which then fall to the ground, those leaves collide with other vegetation before resting on the ground.

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Shooting at a wooden surface, chips fall and collide with the ground and surfaces.

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Not related, this is a very simplistic Blender ported example of Bullet Destruction Physics. more on that later :)

 
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Thanks arc@css. :)

The Theater, i guess is what i'm calling it

Most of the main structure is complete, the Glass is in. :)








 
looks like an interesting project, will you be making some form of online mode? You could get some forum members to test it. Also what tools are you using i.e for modelling? Or is this possible in the engine?

Thanks :)

Like Multiplayer?

I would have to rent servers to make it MP Online Playable, who knows... maybe much later.

I'm using mainly Blender and some AutoDesk, the engine its self also has its own 3D designer tool, its similar to anyother 3D Creation software but actually in the Sandbox, which is very useful.

I could upload and share the work that i have done so far, and i might at some point, but there isn't much going on yet, all you can do at the moment is run around and shoot at stuff.
 
Any nearer to a *nix build Bug ?

Sorry, i'll be honest, i'm having some difficulty getting it working on AMD in Linux (Yes it works fine on Nvidia) i don't know whats wrong, i'm not a software programmer and to be even more honest i have given up on it for now and switched my attention to Unreal Engine as that is now DX12 enabled.

I will be switching back to Cryengine soon tho as i'm about done playing with Unreal Engine.

I will ask for help on the CryTek Developers forum, believe me i am just as curious as you.....
 
Its been a while since i have been in here, i'm going to resurrect this because CryTek have released a new engine and i want to get a good look at it, so i'm going to finish of a couple of things i'm working on and then publish what i have done so far.

I hope i can port over my existing work to the new engine.
With DX12 being inevitable i did hope CryTek would just update the existing engine, but it seems like they have practically rebuilt the whole thing.
After a lot of fiddling about i did manage to get the existing project to work in the new engine but its missing a lot of components, i'm not sure that i will get the project running as it should, time will tell.

Anyway, now that its said i had better get on and actually get it to a state i can publish it in.

Pete, remember talking about the delight of figuring out the simple things, like getting doors to open?

Well, here are some 'work in progress' doors :)

 
Download link for Alpha 2.

7GB download, 13.2 GB installed, download all the files.

https://drive.google.com/open?id=0B1kLfPAosxaRWGNGWVVZRG9jZnc

Click ok on the Installer trial nag window, there is no Windows security certificate installed so you might get one of those windows security warnings, click on 'run anyway'

Double click on the Intrepid3D.exe to install, i have set it to install on the C Drive but you can chose your own, it is best run on an SSD tho.
Unistall as you would anyother application, there maybe user files left over after unistall, it makes those post running the game so they are not in the installers file list, just delete the folder from your Drive, default C.

Click off the firewall window that come up when you start the game, there is no multi-player, you don't need it.

System requirements / performance.

Windows 7/8.1/10 64Bit only.
For 'Very High' settings even at 1080P you will need a 4GB GPU, at 1440P a 4GB card might just be enough tho due to buffer configuration a GTX 970 may have issues.

The Short and Island maps have Global Ray Traced Voxel based GI, the demands on the CPU in those maps is about 20 to 40% higher than it is in the Island Night map, these maps will stress the CPU, so at Very High Settings a Sandy Bridge or later i5 CPU is a minimum requirement, preferably overclocked.
There is a huge amount of Tessellation and Draw Calls so later GPU's with more advanced Instruction Scheduling and Tessellation management (Like Maxwell) will run best.

Again there is no point to this development. its just me messing about, learning what i can.

Enjoy looking around, feedback is of course welcome.

PS: ignore those ugly mountains at the far side, that's very temporary, as with a lot of what you will see, i'm constantly evolving and improving what i do, i have already found a much better way to do mountains, they will be in Alpha 3.
 
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No feedback, is it that bad? :P

Slog it to me, i have broad shoulders.

What you think of..

# Lighting < a lot of work in that
# Map layout
# Sun flair
# Water reflections < Thats Ray Traced, ya know! :p
# Door animations < Much work in that too, especially the Blue Room Doors and the Glass Dome Elevator, many many hours and headaches in Track View and Flow Graphs
# Grasses < and that
# ecte...
 
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Oh I wondered if there was more, videos are enough for me. Any reason you're slogging through an old version of CryEngine though if you're just starting out? You'll find UnrealEngine way way easier to get stuff done.

3.8, its not old :p 3 was last updated earlier this year, its been getting regular updates for the past 2 that i know of.
for your info 5 has just been released and i'm working with it.

I like Unreal Engine, i have done a lot of work in that too but TBH my personal preference is Cryengine, IMO its more powerful, more feature rich and the end result just looks better, texture shading is far more natural, lighting is vastly superior.

In capable hands (not mine) Cryengine looks photo real, Unreal Engine looks plastic, again a personal opinion. but i just happen to be reading something which illustrates my point, or it does to me....

Tell me the images in this don't look like Photographs...

i do agree tho, Unreal Engine is easier to get to grips with, this is something Crytek need to work on if its going to appeal to Indy Devs like Unreal Engine does.

http://80.lv/articles/lighting-your-scene-the-cryengine-way/


 
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Just wondering because CryEngine is renowned for being poorly documented and difficult to work with. If you're trying to learn how to make games UE would be a path of less resistance.

For photo-realism it's really down to the skills of the technical artists, although some engines do little things better. For a learner this stuff isn't really relevant though.

Cool stuff though, making things is the main thing! :)
Yeah fair enough that is very true, tbh UE is also much better for securing and finalising, and cross platform support.

Can't test it :p

Rubish :p you can run Star Citizen you can run this.
Edit, why not? :)

Hi. I downloaded this and had a look around. I liked it for the most part, except maybe to much depth of field when aiming down sights, a couple of low res textures and i got trapped in the elevator in the blue room. Lighting was nice without over doing the bloom, the river was nice too and i liked the way it flowed but the edges where it meets the land seemed kind of detached (not sure how to explain it). Other than that good effort overall and ran very well considering how intensive it is on cpu/gpu. Thanks for the upload and keep it up. :)

That's great feedback, thank you :) I know why you got trapped in the elevator, I realised this later on, it's a case of programming proximity triggers differently in flowgraph. I need to rethink them so that they know where you are in relation to the door states, it's surprising how complex something as simple as opening and closing elevator doors actually is.

I'll also look at the other things you commented on, thanks again :)
 
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No problem. Hope it helps you going forward. I'm surprised more people haven't given this a go to be honest. Re the elevator, i can see why you wouldn't necessarily catch that as i went afk when i got in giving the door time to close.

That would do it, I should program the upper door to close on exiting a proximity trigger inside the top of the elevator shaft, that should proff it against unusual behaviour, right now it's linked to the elevator it's self.
 
Thats why!, only have a couple of gig left on my win drive :p

You have a PTU account? Delete everything out 'Cloud Imperium Games / Star Citizen / test'
When there is a new PTU simply move or copy everything from the live folder into the test folder and verify in the launcher, that will clear 25GB.

Or, just back something up and put in back when done with this.

Stop making excuses. :p
 
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