3D FPS in MMF2 - Should I keep going? (OpenGL)

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  • Oh whoops sorry, that part was meant for LavaFlaminG6 in relation to the basic FPS game he posted recently.
    ( I will use another file sever next time frog )
    Once renderings in illl upload it and everyone can take a copy Ofcoarse. Good night all.

  • Oh, okay. I can still make a test game if you want, once you have rendering implemented. Even if it can only render cubes, it will still be a good start...

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  • Any more progress on the engine, Nerv?

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  • Are you still working on the engine, Nerv?

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  • Okay, since Nerv appears to have vanished off the face of the earth (yeah, I'm exaggerating,) could someone else take up the job of finishing his engine? Or at least taking up the job of adding some simple cube rendering, so that it's usable?

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  • To be perfectly honest, once you start doing full 3D in MMF, you're actually making things more difficult than they would be in using a 3D development environment. Using Unity with a visual coding plugin like PlayMaker would actually work out a lot better for you. Doing this kind of thing with MMF adds a whole tonne of unnecessary extra steps and "cheating", if you want to get into 3D dev I'd say just learn some 3D software.

  • I agree 100%.

    Someone actually posted this: Please login to see this link.
    ...as an example of how "MMF2 is entirely capable of 3D" - ignoring two key points:
    1.) It's incredibly basic (would already have looked woefully outdated twenty years ago - low resolution, no lighting effects, no particle effects, no fancy physics, etc).
    2.) It's all coded using Lua anyway, which defeats the purpose of using MMF2.

    If you're going to make a 3d game, and you don't mind using a scripting language (it's not like Lua or Javascript will take more than a week to learn anyway), why not use something like Unity, which is far more powerful?

  • You're bang on, MuddyMole! 3D in MMF is making a crazy amount of extra work for a much less impressive (and much less efficient) result. Are people really THAT code-phobic? Or just so tied down to what they know? And like you say, if you're even going to use LUA code then you might as well get some C#, JavaScript or Boo experience and go for Unity anyways, and if you're super code-phobic, PlayMaker can apparently do most of Unity's work without any code.

  • Muddy mole, for a person like me i would suck totally trying C++ , unity , or scripting. ( I wouldnt be close if it wasnt for mmf2 ) At least Min created an extension (opengl) where 3d is possible (even 4 a person like me)
    without scripting/coding knowledge. I have created to date a 3d engine with good graphics (3d model that is, thx to min's opengl extension)And also, I have seen Lighting effects ( open gl lighting advance object )
    I will post Examples including 1 of mine :

    Lighting with 3d model engine:
    Please login to see this link.

    Possible 3d engines:
    Please login to see this link.

    And my engine:
    Please login to see this link.

  • Look up uScript and Antares Universe Unity plugins. These replace the coding in Unity with events and actions like MMF's.

    Those examples are impressive for MMF but you could have made them in an hour or so in Unity and they'd use a lot less memory and run much better, and you'd get a lighting engine with it too. As I say, of you're THAT code-phobic, use uScript, Universe and/or PlayMaker, these MMF-3D examples will have been so, so, so much more work to create than using native 3D software.

  • Quote

    - What are some ways to reduce CPU/MB usage in MMF2 that I may not know about?

    Delete objects that you aren't using. Turn on box collisions where possible (will remove any collision masks you don't need). Render as much as you can using display lists, as this will reduce the render call overhead. Ensure you are rendering on the trigger and nowhere else.

    Quote

    - If you're knowledgeable with OpenGL Base, is there a way to create a sort of "fog" effect that will reduce the rendering range and still look decent? (I know how to reduce the rendering range but it just cuts off and that hardly looks presentable)

    I thought there was a fog object which turns on the fog in the OpenGL standard pipeline. Could be wrong.

    Quote

    - Is there a way to prevent MMF2 from crashing when I try and load large Milkshape Models (.ms3d files ) into the internal storage of the "OpenGL MS3D" object? ( This issue is why I haven't added player models for enemies )

    This must be a bug in the extension, but fusion does allow you to add binary files to the executable under View > Data Elements > Binary Data. You can try loading these at runtime.

    Quote

    - Is there a way to horizontally flip objects with the MS3D object? I can't flip it in actual Milkshape or it screws up the animations

    Can't help you there. Horizonal flip needs you to apply the right matrix, and I presume that the milkshape extension doesn't allow custom vertex shaders or something equivalent to that.

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    - Is there a way to add a skybox (like clouds or something)? The blue clear color I have now is very bland and wouldn't go over well in a full game. (I am using the "OpenGL clear control object for color and depth buffers by the way)

    Skybox is normally rendered by rendering a properly rotated small box around the camera, clearing the z buffer, and then rendering your scene on top.


    ---

    OpenGL through fusion is difficult. Using a scripting tool will probably reduce some of the call overhead, but really just doing horrible fixed pipeline OpenGL as shown in the basic NeHe tutorials is not sufficient for even moderately sized scenes. Ideally you would model the scene in fusion and have a renderer take care of all of the low level calls. It's easier to optimise that and batch rendering performance is significant. Also the drivers can be pretty bad on some machines for OpenGL, making the issue worse. It's fun to experiment, but I am not sure about the quality of the final solution.

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