Anim8or Community
General Category => General Anim8or Forum => Topic started by: Steve on May 08, 2008, 12:47:36 am
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Polly is an OpenGL base game engine that has direct Anim8or support. In the near future the source will be available under to GPL license. Written by Nicolaas. http://www.irio.co.uk/index.php?page=polly (http://www.irio.co.uk/index.php?page=polly)
I haven't had time to try it yet so if you do let us know!
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I looked at the website and it looked cool! I hope it will be finished soon
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A user friendly game engine and a user friendly compatible 3d modeller? :o
Now that is going to be a winning combination. ;D
I may even get back into game making when Polly is ready for public download. ;)
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Yea the website looks awesome I cant wait till it comes out. Now I know that I am getting a little ahead of myself (and I mean alot) but when it is complete I smell a Anim8or Newb Game Project coming on (that is just an idea and we need to get the movie done first but it sound good to me :D)
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Wow! This might be even more successful than Cre8or! Looking forward to seeing it.
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Cre8or's got competition. Mabye the two makers should get together...
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Well right now Cre8or's at a point where nothings happening, so I would prefer something like this to come up. From the screen shots it looks much better than what Cre8or can do.
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Cool! Nice to see that people are interested =)
Even though I don't really have too much time working on Polly, I'll try to get out a working user-friendly version this summer. I updated to version 0.08 yesterday (check out http://www.irio.co.uk/index.php?page=polly_history ), which contains quite alot of graphical improvements. However, one of the most important things, character movement from anim8or, is not yet implemented. This is one of the major things that needs to be implemented when I release version 0.10 for the evil public.
Anyway. If you guys take a look at the screenshot history, you'll notice an ugly model of a spider-like monster with bump mapping. This dude (modelled by a 3d coder who doesn't know modelling) is bump-mapped with a normal map / specular lightning / diffuse / ambient light, all values defined in anim8or.
When version 0.10 is released, I'll also add a tutorial on how two create animated bumpmapped anim8or models and how to write polly-scripts to give them behaviour, let them kill or flee or just
relax.
.. and stuff.
Any help / comments / thoughts / models / beer would be appreciated!
Leuat
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I can give the last two. :)
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This topic really can't be dead, It's too important!
I have to say....those graphics are xbox level, man. (The first one)
It doesn't need much more to get to 360, though!
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^
And a lot more work and you have PS3 Quality!
I had to you kept yourself open for..... ATTACK! lol J/k
Anyway, The engine looks very nice! I can't wait to use it.
But, Is anyone else having trouble watching the in-game video though, I get sound but no Video? Quicklime said i have everything i need to view online videos?
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I can't play the video at all, it starts playing, but before it shows anything, it stops... it is like if its duration was 0.000001 seconds :/
Anyway. Great engine, keep up the good work :thumbs up:
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I was able to watch the full video using VLC player :o I couldnt listen anything though.
This engine looks awesome :D! some pictures look like taken from half life 2, or farcry, and the engine looks like the Crysis sandbox editor :B an excellent work!
I would really like to know some especifications regarding the graphics ::)
will there be a poly limit for the models?
is it going to be able to import anim8or scenes, figures, etc? :P
also, some pictures make me think there is glow enable :O!
and for last, will I need a monster pc for casting shadows and Sun lightrays? I am sorry if I am asking too much right now xD but I really wanna try it out ;D!
~YiHaHoi!!!~
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Will there be enough menus to allow a decent polished game to be made WITHOUT scripting?...
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I don't think there will be much a problem with scripting, it looks simple enough for people to understand, and even if somebody finds it hard, I'm sure somebody will make example codes.
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ah, nice to see people are interested in Polly =)
welly, right now I'm doing scientific non-Polly work at Caltech, California, and I won't be back in Norway until next month. So there really haven't been advancements in Polly during the past month.. as some of you might have noticed, there are still no terrain shadows, no animation support, the engine is still not very user friendly, and I have a zillion things to add / bugs to fix.
regarding the movie: i don't really know how to capture movies, I used Fraps but the video obvious doesn't work on anyting but VLC, I'm afraid. And another thing, I only have a laptop computer - so everything is developed/tested on a crappy graphics card, so things might seem slow. I'm going to buy a new computer at home this fall, to support better-looking graphics (and faster compile time.. damn source is getting big)
But yes, the engine supports bloom (and god-rays), if you have a fast enough graphics card. And, there will be support for anim8r animated scenes, and terrain shadows, but I haven't really gotten into that yet. I also plan to add proper volumetric clouds and dynamic weather. The user is also able to define the how everything should look - the Lua-scripts that controls a "game" defines which landscape textures to use, which objects are defined as "environment" objects (such as grass, shrooms and bushes), and the terrain editor controls which parts of the landscape should generate what kind of scenery (eg, mountainous landscape generates more stones and ferns, while a meadow-landscape generates more grass and stuff. It's all defined in the scripts by the user).
All in all, the current 3d objects in polly suck because I don't know anything about 3d design, but I generate objects with tree generators and hunt for textures on the net. So if somebody bothers to invest time into creating more proper objects and textures, things will certainly look better!
anyway. the trees you guys see now are like ~1000 polys each, but there is no upper limit on objects. But larger objects (like, 20000 polygons) will slow the engine down, naturally. However, I'm about to implement a normal mapper - firstly, for ground textures, but later for objects as well - and this will enable great-looking objects with few polys (as doom 3, etc). ALso, the engine supports (defined in scripts as well) a LOD-object world - for instance, trees that are close to the camera are rendered as a high-resolution mesh, while further-away trees
are rendered as low-resolution (or billoboarded) trees, making things way fast.
Anyways, developing everything from scratch takes time - and Polly will not be complete in many years. The first public release (hopefully in october) will probably be no more than a "technology" demo, where one can create simple games without much depth. But if people are interested, and if I continue existing without having much of a social life, Polly might actually get somewhere one day...
so, thanks for all the interest!
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All in all, the current 3d objects in polly suck because I don't know anything about 3d design, but I generate objects with tree generators and hunt for textures on the net. So if somebody bothers to invest time into creating more proper objects and textures, things will certainly look better!
I'm pretty good at modeling, if you need anything just ask (PM) and I'll see what I can do ;)
I also do low poly, and non-subdivision.