

This also enables me to use a normalmap for each GUI element which is shown by a light from the cursor.Īt the moment, the game only works for Windows (圆4), but as Ogre can be compiled for all platforms, Linux and Mac could be added in the future (and also then using GLSL instead of CG).
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That is why the game can run in a very high FPS (500 FPS with a few changes in the options menu on my computer).Īn edited version of Gorilla is used for the GUI of the game, but I also made a custom atlas generator for it to make it much easier to use.

I live by that expression, optimizing everything I see can be a bottleneck. Since the game is top-down, this usually does not help that much, but “Many a little makes a mickle”. I also use the built-in Instancing (HW Basic) on the static objects in my game. This happens for things in the game such as grass and footsteps on sand. I use a lot of batching through a custom-written ManualObject class to make a lot of smaller objects into one single batch in a very optimized manner. Forward shading is therefore perfect for this game, while being faster than the newer techniques. Since my shaders can handle up to 20 lights and the game being top-down, there is no need for me to have support for more lights. I do not use Deferred shading or anything like that, just normal Forward shading. Though I have written a program that helps me with this, so that I only have to alter one base shader to then generate all shaders at once for D3D9/ CG/ D3D11. I have also made a lot of custom particle affectors.Īll shaders in the game are written by hand, there is no on-the-fly automatic generation of shaders. I am using Ogre version 1.11.2, but I have modified the source for some minor things, such as making particles be able to use an atlas.
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The 3D models and sounds in the game are mostly from people that put them out for free with good copyrights. As I am only a programmer, I can only do that part of the game. I have been working on Spellheart myself from the start, though some friends have helped me with a few assets. With a customizable server, gameplay can be balanced in real time. You create your own build without limitations or restrictions. In this game, there is no best build because there are no classes. Most RPG games are static, limiting your build options and forcing you to min/max. The game is based upon an idea that I have never seen before.
