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Big Rigs Online Engine
 
Thunder
#16 09-07-2009, 16:41:16 PM
Thunder knows DBASIC, Khalad knows Ogre and bjorno knows that Unreal exists.  The decision should be left to the person that is going to be doing most of the coding unless one of these provides a huge advantage over the other.
Very insightful... Well, I like to use DB just because it's easier than the other stuff. If it's DB Pro we're talking about, then Ogre offers no real advantages. However, there is something wrong with each of them:

DarkBASIC is payware.

Ogre depends on other languages.
is piracy not an option?
Technically, it's not piracy to just download DarkBASIC off of their site. They call it "upgrades" even though they're offering a download of the whole program. It doesn't have nag screens or anything, don't worry. Download


yourethunder
#17 09-07-2009, 19:10:57 PM
- Last Edit: 09-07-2009, 19:14:31 PM
Thunder knows DBASIC, Khalad knows Ogre and bjorno knows that Unreal exists.  The decision should be left to the person that is going to be doing most of the coding unless one of these provides a huge advantage over the other.

My plan right now is to get all the assets like skyboxes, models and terrain into Ogre3d. I'm about 75% done this already just need to get the skybox in and tweak the scale of some things that don't look right. Once this is done I'll probably make a small BROTRR clone that lets you roam around the map with a big rig. Afterwards I'll release it to you guys so you can play around in it.

As for Big Rigs Online all I've been doing so far is trying to understand how BROTRR was put together. If you guys really want I could probably code an entire BROTRR clone using the original game assets in about a week. However network coding isn't something I've done much of so that could easily take me a whole month to implement an online aspect to it. I will start a thread if/when I decide to go ahead and do this. Some areas I could probably use help in would be Menu Coding and maybe a high score system.

Thunder if you want to go ahead and code Big Rigs Online feel free to do it in any engine you're most comfortable with. The reason I use Ogre is because I can do all the code in Python and i'm really fast at doing things in it. That sco exporter would probably have taken me a week instead of one day if I'd used any other language. Try to get the heightmapped terrain implemented and from there make it so you can walk around. Once your ready to put all the sco objects in your map feel free to email me and I'll work with you to get them in your game.

Email: charpe6@gmail.com

And remember  :roddy: :thumbsup:


Thunder
#18 09-07-2009, 20:02:25 PM
Thanks, Khalad. For several reasons, I'm going to have to use a mesh for each map. If you could put all of the geometry from each map into single DirectX models, it would speed things way up. I know I can just make my own maps, but I need the original BROTRR maps exactly as they appear to make a good BROTRR clone. Once that's done, more maps can be made.


yourethunder
ZIGS_ARE_WINNER
#19 09-07-2009, 20:59:27 PM
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For some reason, reading this topic makes me hard as steel


#20 09-07-2009, 22:33:47 PM
For some reason, reading this topic makes me hard as steel

Then you are normal.



scuzzyneighbour
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