The three basic tutorials are now all updated to Urho 1.5. But I kinda got carried away with Creating a new Urho3D Project and put to much code into it. I added a note there with restructuring plans.
More Wiki restructuring!:
Also I got various handy code snippets that make Urho easier to use and there's currently no good place to put them. The Ogre Wiki (another 3D engine) had a "Snippet" area, I guess I'll do that for this wiki as well. Also I may look more into how to make Urho easier and more comfortable to use. That may result in code snippets in the wiki and/or a snippets collection / library.
I made some handy stuff in the two bigger Sample Projects and that partly landed in the tutorial code, which is at least inconsistent. The tutorials may use some of the code snippets if they really benefit from them.
Finally managed to build Urho 1.5, had trouble with the CMake scripts from Urho. I also "got the idea/feeling" that working and publishing samples and wiki stuff is kinda forcing one to keep that stuff up-to-date. Didn't expect and thought about that before doing it. Also collaborations with other developers on the two Urho sample projects didn't go that well for some reason that I don't know. They just tend to disappear. Also I'm still like the only one "working" on the wiki for some reason, no activity since my last actions six weeks ago...
I'll be forking some time into Urho stuff from now on. I'm fed up with not having time for non-job and non-school development. Next will be experiments with building Urho 1.5 and the samples on a cleaner windows machine, that should result in updates for the wiki pages. After that progressing the Spooky Urho Sample and maybe pushing that project in a slightly different direction, have got some ideas from some Let's Plays...
I'm still thinking of reorganising this wiki. And I just thought about giving it a better "goal". From the beginning it wasn't just about Urho but about (game) development in general (audio, modelling, ...). Maybe it's less an "Unofficial Urho Wiki" and more a "Game Development (with Urho&Co) Wiki".
My first programming experience was with a "3D game studio", that's like the "Unity" software before there was a "Unity" software. It had an level editor, model editor, own (stupid) programming language and such. Quite like "Unity". I was hard to use, partly because of just being stupid, partly because of wrong documentation and not working functions and partly because of my bad english skills at that time (I was like 13 or something (english is not my main language of course)). I dislike Unity for being non free software, having a bad policy and being like a golden cage and having big design flaws. I see many people with the motivation to do some kind of game development but then landing in some RPG-Maker crap or being unable to start because they have no idea what to do. Unity is relativly capable but still bad for various reasons, also Unity games tend to share the same bugs and flaws for some reason.
The build system and project structure for own projects has also changed and I'll update that tutorial soon. Also I want to make a simple "Hello Urho World" example showing some basic stuff like basic camera and player movement and a small material gallery.
Before my break the current Urho sample project "Spooky Urho Sample" (SUS) has made some progress:
Quite some time has passed since my last Message Wall Post, but I was quite active with Urho and with this Urho Wiki.
I'm working on various material improvements and shader stuff and made a new Repo to be able to keep track of that: https://github.com/gawag/Urho_Material_Test
The Quad Texture Technique has an issue with texture sampling which can be fixed with custom sampling but that seriously drains FPS. Mine dropped from >200 to ~40 and that only for the terrain. Hm... maybe it can be fixed by doing the texture differently...
Yay I fixed it!
At least mostly. There's still a weird minor 1px line remaining. You can see it best in the last image.
The textures need to be done in a weird double wide way. That wastes half the texture but fixes the sampling issue caused by the mipmaps (I think).
Since now the default sampling can be used again, the FPS are back up relatively high as you can see.
The terrain is now using 1 splatting / texture blending map, 3 diffuse maps, 3 normal maps, 3 specular maps and 3 height maps. 13 textures with using only 4 image files.
Hadn't really planned to add anything to USP in the nearer future but also always wanted a map with a lot of opportunities to fall down, like the Rainbow Ride in SM64 (http://www.mariowiki.com/Rainbow_Ride). So I made a space map, which lead to various other additions: - the map XML files can now contain a custom gravity, custom skybox, custom "killing plane" and the static models a scale - added a sun (billboard) - added a particle effect to the flags to see them easier
The map is really hard to play good and requires quite a different play style as the others. Most optimization is about jumping as least as possible due to the much lower gravity. Also it's really hard to navigate as the asteroids look so similiar (though each being unique).
The planet is based on the one I made for the wikia article about shaders. It looked bad without an atmosphere though being so earth like so I recolored it to make it look scorched/destroyed.
After making the highscore feature and setting the times for the first two levels, I hadn't done anything with Urho/USP for several days. Still haven't done this "trailer" video thing showing USP to post that on the forum because I'm not getting good ideas for that.
I may add one last feature to USP: saving the best level time and displaying it in the level select screen. After that the last thing I want to do is a video showing of USP (possible video editing article incoming).
Also already thinking about the next project after USP. As I already mentioned here, I planed to do a survival game. But as that seems to have a lot of features and USP did already take a lot more time as expected, I'm thinking of shoving another sample project inbetween that has some of the features of the survival game but gets done faster. Maybe something with fighting, inventory, more physical stuff and some horror in it, it may be a bit inspired by "Amnesia: The great descend". Also I want to make the next project more open as USP. USP was developed in relative secrecy until it was completly done.
Had found like no time since the last post to do anything with USP or Urho. Now spend several hours into it. The sand and rock shaders for level 2 are finally done (see screenshot). The sand shader had heavy flickering due to the fine details, fixed that by fading the normal "map" out depending on distance. Also added background music and more sound effects. And the map XML save format has now all things that I wanted in there. USP should now be finished feature and content wise. Just some code cleanup, more comments, and more wiki pages (here and USP wiki) that explain all the stuff.
Added two new wiki articles in the last two days about how to do Windows setups with Inno Studio and about how to make tri-planar texturing. The tri-planar texturing resulted out of a short experiment I did after somehow stumbling over that topic online. I read a Urho forum thread about tri-planar texturing and terrain several months ago and completly forgot about it. One of the reasons I experimented with realtime generated textures with Simplex/Perlin Noise in USP were those issues with normal texture projection from above on stuff like terrain. My texture generation works fine, but is more performance hungry than I thought. Tri-planar texture projection could be the solution to both problems. It's slightly more expensive as normal projection but much cheaper as realtime generated textures. I may test that in my next project.
Wiki Restructuring: Split the big HowTos page into several small pages because it got so big and so that the topics can be directly found on the front page. The old page has been renamed into "Miscellaneous HowTos" and contains a few really small pieces. Also slightly improved and updated some texts and headlines.
USP Release Preparation: Made an Inno Setup script for Urho Sample Platformer today and tested the deployment. Looks good but the project folder needs some cleanup and USP an icon.
Most stuff I wanted to do before releasing USP is finished. I still need to finish the two materials for the second level. Also I may add footstep sound, ambient sound and particle effects when running on the ground (dust) and when jumping (recycle the thruster effect in the boots, also to explain the high jumping).
Also USP new main menu with level select:
It's made with Urho's ListView. ListView does for some reason not highlight the selected item so I'm adding a "-> " in front of the selected item by changing the text. Urho's GUI seems to be really limited. Need to look into something better.
The levels are saved in a simple XML file, which is read by directly using PugiXML. Urho includes PugiXML and provides own XML classes to wrap PugiXML but I used PugiXML before (much luck, wow) so I used their interface directly.
Edit: Just added death to USP, when the player is below the level geometry he dies now. Also forgot to mention that I want to expand the wiki with all the stuff I learned during the development of USP, which will likely lead to several new pages with a lot of useful stuff. It's a sample project which means that it should be well documented and structured. Though it was also a test project (my first bigger Urho project) and some structural things could be improved... All only USP related stuff will be (or is already) in the USP wiki on GitHub and everything that is general useful will be here and written in a general style (like split into independent topics).
Added animations for the player robot. I'm usually not good with animations but they look quite ok.
Also the former mountain with the rolling rocks is now a cave and the robot has glowing eyes with a spotlight which makes the dark cave much more interesting.