Author Topic: Sonic Z-Treme  (Read 4247 times)

XL2

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Sonic Z-Treme
« on: March 31, 2017, 01:58:46 am »
Hi!

Here is a short demo of a 3D Sonic game made with Jo Engine. Based on the Sonic demo, I made the 3D model and then animated it (hardcoded). It's still very buggy and as I had no previous coding skills and never made a game before, I don't expect to turn this into a full game. The demo is running on SSF, it does also run on Yabause.

v.0.034 running on SSF : https://www.youtube.com/watch?v=d1qc8F7xflM&t=7s


Edit : v.0.035 below. Added the RBG0 ocean and clouds in Jade Gully. The clouds are rather large, they might impact performance on real hardware, but I didn't try it so I don't know. I also tried to improve the loading time, but I didn't test it. Jade Gully should load about twice as fast now, while Crystal Frost should load in around 35 seconds (I will try to improve that as well). Again, I didn't test on real hardware, so it might not work at all, try at your own risk!

Edit 2 : Removed 0.035 as it contains a couple of glitches.
« Last Edit: October 18, 2017, 06:22:35 am by XL2 »

mindslight

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Re: 3D Sonic demo
« Reply #1 on: April 03, 2017, 01:45:22 pm »
Wow it's very nice  :D

XL2

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Re: 3D Sonic demo
« Reply #2 on: April 07, 2017, 04:07:00 am »
Merci encore pour ton moteur, c'est vraiment super! J'espère que tu vas poursuivre ton bon travail! Je n'en reviens tout simplement pas de tout ce que tu as réussi à accomplir jusqu'à présent!
--

New update here : https://www.youtube.com/watch?v=xF3kpwwG1vk&t=16s
I've modified the game a bit, and I think it looks much better now (the Sonic model is just missing eye textures and I still need to improve the way the arms move while running). I've added some new objects, but I still need to improve the vertical hit detection, add some ennemies and add a real foreground (no idea as for now, I'm still studying the engine). I hope to find a way to use a VDP2 plane to make it a 2.5D game, but I still have lot of work to get there, but little time sadly! 

mindslight

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Re: 3D Sonic demo
« Reply #3 on: April 11, 2017, 04:38:28 pm »
Merci à toi :)

Danny

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Re: 3D Sonic demo
« Reply #4 on: April 13, 2017, 10:10:30 am »
Your demo is very nice!
I specially like the way you used a 3d model instead of a sprite for the main character ;D.

XL2

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Re: 3D Sonic demo
« Reply #5 on: April 14, 2017, 04:09:09 am »
Thanks both of you.

Here is a small update.

Now the game is all in 3D, but the physics, camera, collision detection and a few things took a huge hit. I haven't figured out if VDP2 plane is supported with Jo Engine. Johannes, can you help me on this one?
I'm still only using one CPU.

Enjoy :
https://www.youtube.com/watch?v=3GgKwrPbWAg 

mindslight

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Re: 3D Sonic demo
« Reply #6 on: April 14, 2017, 02:12:01 pm »
See at the bottom of main.c in the shooter demo.

You can run events on the slave CPU, but beware of thread safety

XL2

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Re: 3D Sonic demo
« Reply #7 on: April 14, 2017, 05:13:08 pm »
Sorry, I meant using a VDP2 3D plane (as in several 3d games, like Panzer Dragoon, Virtua Fighter 2, etc.).
Right now, I'm using the VDP1 for the ground, but I would need to add so many polygons to prevent the weird bugs (such as Sonic's feet disappearing).
It would also allow me to have an infinite ground floor, which would make something a bit like Sonic Utopia possible to a certain degree.

As for the slave CPU, I don't want to count too much on it for now as I still have a lot to learn first.

Danny

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Re: 3D Sonic demo
« Reply #8 on: April 15, 2017, 10:00:25 pm »
Here is in attachment an old presentation from a Sega Workshop from 95 that should help understand how the CPUs and VPUs work together. If you want I could also take a look at your source code and give you a hand.

XL2

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Re: 3D Sonic demo
« Reply #9 on: April 16, 2017, 04:23:19 am »
Wow, thanks a lot!
I will read that.
Thanks also for your offer for helping me with the code.
I will send it to you by PM (if I can), else I'll just edit and put it here.
Thanks again!

BTW, thanks also for the FPS control demo, I used that in order to get the camera working (with pad 2).

Danny

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Re: 3D Sonic demo
« Reply #10 on: April 17, 2017, 10:16:55 am »
I'm glad my code was helpful :)
I have downloaded your project and will take a look at it during the week to help you out.
I'm also working on a method for drawing the 3d environment for my first person shooter game, I have been researching about binary space partitioning, quadtrees, octrees and portals to see what will be most useful.
Once I have something nice to show I will share it because surely it will be reusable on almost everything that needs a 3d environment  :P
« Last Edit: April 17, 2017, 11:06:43 am by Danny »

XL2

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Re: 3D Sonic demo
« Reply #11 on: April 21, 2017, 09:39:26 pm »
After one month working on this project, here is a full 3D update. I imported the intro level from Mario 64. Still using only one CPU (the game slows down as you can see) and my collision detection is really really really basic (only X/Z, using hardcoded bounding boxes, still no Y collision detection at the moment).
I didn't succeed yet in implementing a polygon-based collision detection (I would just cover the level with invisible huge bounding boxes/planes and detect collision on them) and I'm not sure if there is a way right now without using SGL.

As you can see, I didn't texture map the level (except for the ground floor) and I didn't add extra geometry on the ground (which I should to prevent the texture warping). Once the collision detection works correctly I'll be able to move to objects/ennemies implementation. I'm also considering adding tails following Sonic. In both cases that means I need to learn some AI programming. For the levels, I think I might try to randomly general levels at one point, which might be better than trying to create several levels. But, that's still far off!

EDIT : I just did a small texture map test, but I'm using the level from the DS version, which has extra geometry.

Video here : https://youtu.be/RdzAl7iSfsI
« Last Edit: April 22, 2017, 10:35:27 pm by XL2 »

XL2

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Re: 3D Sonic demo
« Reply #12 on: April 23, 2017, 05:29:55 pm »
Ok, so I burned a disk and tried on my Saturn and... well, it's just broken on real hardware, but works fine in every emulator. I added a new "feature" to remove some geometry (just press L or R then start). The framerate is also very low, but I'm not that worried about it for now as I still have room for optimization and I'm only using one CPU. The main problem is the polygons keep disappearing. Any ideas on what the problem might be? Even by reducing the number of polygons, it doesn't work well at all. Do you guys think it's the VDP1 that can't keep up, or is it CPU related?

Video of the test on actual hardware : https://youtu.be/_pDlYx9yviU

« Last Edit: April 26, 2017, 06:57:32 pm by XL2 »

mindslight

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Re: 3D Sonic demo
« Reply #13 on: April 24, 2017, 08:46:05 am »
This is due to the 3D implementation in the SGL. Did you use the DualPlane mode ?

XL2

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Re: 3D Sonic demo
« Reply #14 on: April 24, 2017, 03:13:07 pm »
Yes, it's all in dual plane. Should I just invert the normals and do it single plane?

 

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