End Of Year Images

The basic bitmap texturing engine is now operative:

Screen Shot 2014-12-27 at 12.12.57 Screen Shot 2014-12-27 at 12.12.07 Screen Shot 2014-12-27 at 12.12.19Screen Shot 2014-12-27 at 12.21.19


Lots of information about RPG’s, Board games, and Rogue-likes now being assimilated.

Suddenly things look a bit more hopeful.

Here is the progression so far:

Screen Shot 2014-04-14 at 07.28.24Screen Shot 2014-05-12 at 11.58.46Screen Shot 2014-05-30 at 12.25.00Screen Shot 2014-06-28 at 15.06.41clothgrowScreen Shot 2014-12-01 at 12.34.16Screen Shot 2014-12-03 at 07.32.36Screen Shot 2014-12-27 at 12.21.19


Xmas Update

As it’s the season to be jolly. Here is the latest screenshot (alongside the same view from previous):

Screen Shot 2014-12-23 at 11.14.03Screen Shot 2014-12-01 at 12.34.16

As you can see their are a number of visual changes:

  •  The low walls currently still remain
  • Internal map representation now growing
  • 3d models with full colour are now present
  • different floor heights are now possible

The small coloured windows on the left are 3d debug windows to aid me, so ignore them.

You can zoom out (to see more of the map and zoom right in:

Screen Shot 2014-12-23 at 11.28.19Screen Shot 2014-12-23 at 11.28.32

Screen Shot 2014-12-23 at 11.28.44

Zooming right in allows you to view from 1st person – so you can now be right in the middle of the action:

Screen Shot 2014-12-23 at 11.29.10


Also Closed doors won’t show what is on the other side:

Screen Shot 2014-12-23 at 11.21.34

Like an open door would:

Screen Shot 2014-12-23 at 11.22.10


Low Poly Rat Tutorial


Lets get started, modelling creatures ain’t easy. So I’m going to detail The general steps to reproduce this little beauty:

Screen Shot 2014-12-12 at 07.02.09

1. The body

The body is just a simple 5 sided shape with 5 segments:

Screen Shot 2014-12-12 at 08.45.15

Using select, scale and move. You create a sort of ratlike basic body:

Screen Shot 2014-12-12 at 08.48.55

This is then further shaped to give the arched back:

Screen Shot 2014-12-12 at 08.51.32

Next we want to remove faces where the legs will be extruded from:

Screen Shot 2014-12-12 at 08.53.50

2. Extruding Tail

Selecting the ‘bum’ vertexes and extrude with 9 segments:

Screen Shot 2014-12-12 at 08.57.32

Using Scale and move, make the basic tail:

Screen Shot 2014-12-12 at 08.59.51

The tail should be capped with preferably a point.

3. Extruding the Back Legs

Now legs are all essentially the same.

Select each set of 4 vertexes around the leg holes and extrude 5 segments:

Screen Shot 2014-12-10 at 06.56.16

Using the Scale and move, create the basic leg. Note how the ankle/knee joints have a segment to themselves:

Screen Shot 2014-12-10 at 07.32.23

We also don’t need to cap the legs as the paws will cover any holes.

You can also make the tail a bit more interesting:

Screen Shot 2014-12-10 at 07.30.35

4. Extruding the front legs and next

As we previously did with the back legs. Select and extrude 3 segments from the front leg hole:

Screen Shot 2014-12-10 at 07.36.52

As we are in this area. And now the shoulder area is filled, we can also extrude the neck.

First select all the shoulder vertexes:

Screen Shot 2014-12-10 at 07.37.57

And then Extrude 3 segments:

Screen Shot 2014-12-10 at 07.38.44

Using Scale and move, select the leg vertexes and shape into the basic front legs, and also the neck:

Screen Shot 2014-12-10 at 08.51.38

 5. Basic Colouring

Select and colour vertexes with the back being a darkish grey and the front a lightish variant.

The Tail and leg extremities are tinted pink, with the tail being more tinted towards the tip:

Screen Shot 2014-12-10 at 11.50.12

 6. Extruding the Head

The Head is the most difficult thing to model. The best suggestion here is to do an image search for rat and look how a rat’s head actually looks.

Screen Shot 2014-12-11 at 08.15.20

Above I have further extruded 2 segments to the head. The orange sticky out bits are the eyes and eye sockets. Lets have a look at what is going on here in a separate model:

7. Creating the Eyes

We are using a test object here to demonstrate the steps for eyes.

First we have the hole where the eyes will sit, and four (or more) vertexes selected:

Screen Shot 2014-12-12 at 11.00.45

Next we extrude a single segment for the eye sockets. We extrude OUT and also colour the extrusion orange to make things simple to see and grasp:

Screen Shot 2014-12-12 at 11.02.24

Finally we cap the extrusion with a centre point (and colour it red):

Screen Shot 2014-12-12 at 11.06.10Screen Shot 2014-12-12 at 11.03.23

Colouring and finishing:

Next we make sure the base (where the eye socket and eye sit) is the correct colour. In this case it will be a grey:

Screen Shot 2014-12-12 at 11.04.22

Selecting the orange (eye socket), colour it the same grey, with the top vertexes darker:

Screen Shot 2014-12-12 at 11.05.04

Selecting the top vertexes, we now move the finished eye into place:

Screen Shot 2014-12-12 at 11.06.35

Screen Shot 2014-12-12 at 11.07.02Screen Shot 2014-12-12 at 11.06.40

You should now see how the eyes are constructed and why the vertex colours feature gradients.

8. Finishing the Head

You will need to extrude and cap the lower jaw and upped jaw now, and also colour the head and inside of the mouth:

Screen Shot 2014-12-11 at 11.31.44

 9. Modelling the teeth

The teeth are simple 3 sided triangle pyramids with a yellow colour:

Screen Shot 2014-12-11 at 11.59.25

You just need to add the teeth to the model:

Screen Shot 2014-12-11 at 12.00.09

 10. Paws

The paws are a simple 7 sided 1 segment high polygon which has had four ‘toes’ extruded, scaled and moved:

Screen Shot 2014-12-12 at 11.24.10

They are then duplicated 4 times with the left being the flipped versions. Note flipping may turn faces the wrong way, so you may need to refill them back!


Screen Shot 2014-12-12 at 07.02.09

Extrude and Hole Capping

Rameses can now parse Blitz3d files and obj files. Which meant Models needed to have extra abilities for extrusion and capping.

First the UI needed to be updated:

Screen Shot 2014-12-06 at 10.35.52

You can see the addition of 6 extra buttons. 1 for capping (select vertex and it will cap them), and 5 for different levels of extrusion. Each level adds another row of faces.

Next we will take a simple shape, and select vertexes:

Screen Shot 2014-12-06 at 10.36.16


We can then extrude, with two rows:

Screen Shot 2014-12-06 at 10.36.46

And Repeat and Cap:

Screen Shot 2014-12-06 at 10.36.54

and repeat:

Screen Shot 2014-12-06 at 10.37.04


So a simple shape can now be modified and extended.

Here are some very rough and dirty shoes:

Screen Shot 2014-12-07 at 07.11.13


Camera Controls

Screen Shot 2014-12-04 at 07.58.12 Screen Shot 2014-12-04 at 08.12.35 Screen Shot 2014-12-04 at 08.13.26 Screen Shot 2014-12-04 at 08.13.02

What you see here is the new camera controls. Previously you could rotate the view any way you wanted (Orbital).

You now have 3rd person – where the camera stays behind you, the map rotates as you turn around. There is also a zoom where you can move closer to the main character.

When you get in very close you switch to 1st Person – this is where you see the scene from the characters point of view. In 1st Person you can also look up and down:

Screen Shot 2014-12-04 at 08.26.27Screen Shot 2014-12-04 at 07.58.12 Screen Shot 2014-12-04 at 08.26.07


1 Step Forward

Screen Shot 2014-12-03 at 07.32.36

Here is a view with a better concept of what is progressing. The old table and barrels are back, walls are currently low, but this makes for a very nice look? There is also some global light falloff from the central figure

Technically there are no shaders or any other effects. This would be the next step along with debugging.

Below you see without the basic tables, etc

Screen Shot 2014-12-02 at 15.34.21

And here with just walls and no light falloff

Screen Shot 2014-12-02 at 08.00.30


1 Step Back

Screen Shot 2014-12-01 at 12.29.23


Now all the OpenGL parts are in place, it is time to look at the game mechanics.

This means building a new framework to test each small addition. In this case movement and collision detection on a 2d map.

Here’s another shot showing a different 3d view and also the initial lighting map:

Screen Shot 2014-12-01 at 12.34.16

The lighting is wall, door and object aware so light will travel correctly. The 3d view has no lighting.

Lighting is currently 2d, but will eventually be 3d giving a very fast Radiosity/Global illumination look.