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Slick Forums • View topic - [WIP] Illarion

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 Post subject: [WIP] Illarion
PostPosted: Sat Dec 17, 2011 1:57 pm 
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Last edited by Nitram on Mon Apr 16, 2012 2:31 pm, edited 1 time in total.

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 Post subject: Re: [WIP] Illarion
PostPosted: Mon Dec 19, 2011 1:03 pm 
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Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1340
Location: Italy
wow! Impressive screenshot!
and a lot of opensource code, can you write few lines to read it? thanks!

edit: https://github.com/mkaring/Illarion-Jav ... ption.java this is fun :D

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 Post subject: Re: [WIP] Illarion
PostPosted: Mon Dec 19, 2011 1:54 pm 
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Thanks :wink:

What do you mean a few lines to read?
Interesting things in my opinion are , , , , and .

And yes. OutOfCoffee is always fun. Especially if you actually manage, that one of the utility classes throw it. Its used as indicator that the developer did something utterly stupid. Such as rounding a integer :wink:

Nitram


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 Post subject: Re: [WIP] Illarion
PostPosted: Tue Dec 20, 2011 1:50 am 
I love how all the code is commented and documented. I applaud the readability and the shear awesomeness of how much code you wrote.

Also the CrashReporter class looks very useful for automated bug finding. May I ask what FastMath and RecycleFactory are used for?

Could you please explain how dynamic clothing is applied to player sprites, how dynamic lighting is performed (like on the trees in the screenshot), and how (if any) networking code is optimised for latency.

Also, could you explain to me what RecycleFactory and FastMath do?


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 Post subject: Re: [WIP] Illarion
PostPosted: Tue Dec 20, 2011 3:30 am 
Another comment on Illarion, I love the feature of talking to ingame NPC's and how they can understand keywords such as Yes and No.


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 Post subject: Re: [WIP] Illarion
PostPosted: Tue Dec 20, 2011 12:24 pm 
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Location: Mittweida, Saxony, Germany
FastMath - Basically a addition to the normal Java Math class. It adds the commonly used constants of the math class as float values and implements many functions of the Java Math class is a faster working way.

RecycleFactory - This class is used to reduce the workload of the garbage collection of Java. Its able to store unused instances of classes and upon request of a new instance it either creates a new instance and hands over a old, already created, but currently unused one. Reusing old objects is a lot faster then creating new objects all time.

The light is not what you see in the screenshot I published. The shadow in there is rendered in the picture of the tree and always at the same spot. I got a screenshot of a older version of the client that already uses the lighting:

The clothing uses a naked base sprite of a character, that is colored using the vertex colors and rendered. And after this the pieces of cloth and rendered with a set offset in a specified order on top of the sprite. So a entire character consists of multiple images that get rendered one by one. Each clothing piece is individual colored using the vertex colors.

The networking code (to be found ) is not really optimized for latency. Illarion is all in all a relative "slow" game. So high response times are in general not needed. The client does some prediction in matters if a move is possible or not so movements can be performed seamless even before the server confirms the move. But other then that the networking simply uses the TCP/IP protocol. The speed of UDP is not needed and TCP provides additional security to ensure that the data is transferred correctly.

Nitram


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 Post subject: Re: [WIP] Illarion
PostPosted: Mon Apr 16, 2012 2:33 pm 
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I updated the first post to contain the official intro text that was created by the promotion team of the game.

Nitram


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 Post subject: Re: [WIP] Illarion
PostPosted: Mon Apr 16, 2012 3:22 pm 
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Joined: Wed Apr 02, 2008 1:32 pm
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Location: Italy
do you have examples of monster's ai or behaviours?
Or monsters "just" attack players?

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 Post subject: Re: [WIP] Illarion
PostPosted: Mon Apr 16, 2012 4:40 pm 
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The default behavior of monsters is currently to attack the weakest player character in weapon range. In case there is no player in weapon range, the weakest player within visibility is searched and once the target is selected a path towards the player is plotted and the target player is approached one step.

How ever in case of attacking we have the possibility to overwrite the default behavior with a LUA script allowing to cast spells, fire texts and so on. Those actions are mostly controlled by random.
Also we have the option using Lua to change the way the target character is selected. This way we are able to create monsters only attacking specified player characters or other monsters.

So there is not much of a AI for now.

Nitram


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 Post subject: Re: [WIP] Illarion
PostPosted: Tue Aug 21, 2012 4:04 pm 
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Just another screenshot of the current state of the game.

Also a prove that Slick is not slow! :D Check out the FPS count. :wink: All images are drawn using Graphics.drawImage



Nitram


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 Post subject: Re: [WIP] Illarion
PostPosted: Tue Aug 21, 2012 4:17 pm 
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Whoa, this looks crazy! Great work! :o Also, nice to see that the FPS count is high with so many objects!

And... OutOfCoffeeException made me lol :lol:


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 Post subject: Re: [WIP] Illarion
PostPosted: Thu Aug 23, 2012 5:11 pm 
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Joined: Sat Jan 27, 2007 7:10 pm
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 Post subject: Re: [WIP] Illarion
PostPosted: Wed Sep 19, 2012 2:21 pm 
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Location: Mittweida, Saxony, Germany
The FPS will barely change I think. I am actually using quite the trick here.

Using Slicks ability easily perform render-to-texture operations I render the entire screen on a texture. My scene graph implementation keeps track of the areas on the screen that are changed from one frame to the next. If the amount of changed areas in sufficient small, only the changed areas are rendered again. So while there is actually a large amount of graphics on the screen, the amount that is really rendered in each loop is rather small. Without this the technique the FPS drop down to about 60FPS. On the screen that is shown in the image the only thing that is rendered from time to time is the area around the well, as this one is animated.

Nitram


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 Post subject: Re: [WIP] Illarion
PostPosted: Thu Sep 27, 2012 7:55 pm 
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This is just amazing [x


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 Post subject: Re: [WIP] Illarion
PostPosted: Fri Sep 28, 2012 2:14 pm 
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Indeed it is. And we are still looking for developers who support our amazing game. :wink:

Just saying :D

Nitram


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