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cnlazylu

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Everything posted by cnlazylu

  1. hello, pls forgive my poor english...i hope it's the correct forum to post it. i've been longing to write my own Simcity game for all my life, and now it came true....partly... i named the game UltraUrban, the project was started august last year, i used OGRE for rendering, and a visio designer for city planning.here are some screenshots of this version: (the ui is in chinese) as you can see, the buildings are not loaded meshes, instead, all buildings are "generated", players just need to draw the boundaries, and the game would pick up wall textures randomly and build the towers, this feature helps improving the building diversity in a city ,and also helps improving the rendering effiency (FPS doubles). and after a year, i try to rewrite it with C# and XNA, now it's works. some features were implemented, a heightmap terrain, reflective water surfaces, sky with floating coulds .also, it's able to build some buildings. Here's some screenshots of the new version, the black tower is the Tour Eiffel ... with some texture error by now, the progress is quite good, and i'm planning to have some more features implemented:new building generation methods, road and bridges. i hope more people can have their ideas included in this game, therefore i'll make the game Opensourced. Any suggestiong ,ideas would be appreciated, my email is lazylu@gmail.com , and i wish i can hear any advice from Simtropolis, Thanks a lot!
  2. i've uploaded it to youtube!
  3. dear everyone! i'm back! after a 3 years silence, i picked this game up again....sorry for the dead link, some new screenshots are here and a new demo video is here http://v.youku.com/v_show/id_XMTI5NDUwMjY4OA==.html your attention and suggestions would be appreciated!
  4. small updates, for beautification, the sunset
  5. you're right!!!! it's the hardest thing i've been working on- to balance between graphic effects and performance. to answer you question i've build a demo city, with only buildings and some trees. as you can see, there're hundreds of buildings there and to my scale definition, the map is 8Km*8Km, actually, i'm going to make a 8KM*8KM terrain. the framerate of these scenes is between 28~30FPS before i added the trees, and 25~27FPS after i added some trees. (my computer is E7200 dual core, 4G ram, 9600GT with 512M memory) the performce by far is acceptable on my machine because nearly no optimization were done.In my estimation, to display a complete a city with lots of furnitures would cause the framerate to drop 40%, but after i make some optimization, e.g. the basic view frustum culling, i'm sure there will be at least 100% performance improvment, especially when you're walking around. anyway, thanks to A Nonny Moose, pointing out the problems is the best support for me and for this game!
  6. so sorry for being disappeared for such a long time because my new semester begined and got a lot of works to do. now i'm free again, and the development continues! i promised to make a release, sorry again for the delay, but in fact, i did make a release in august, now you may download the programme and the source code from http://ultraurban.codeplex.com here're some updates: 1.improved skydome, added the sun 2.terrain modification is now availiable, i used the dig tool to dig a river 3.import some models from google 3dwarehouse for test, i'll try to avoid any copyright problem so they may not be included in the final release. 4.making the forest more realistic by placing the same tree model with different size/orientation randomly some new screenshots
  7. it's so great! thanks so much~~in fact, i'm trying to learn something from the games in your list. some of them i've never heard before, thanks agian from the info you provided!
  8. hey~everyone, really sorry to bother. hope you can understand my Chinglish ) in fact, i'm developing my own city building game framework thiese days, here're some screenshots: i've opened a thread in the off-topic section in this forum the game is developed with C# and XNA 4.0. i have to say XNA is better than i thought. the performance is quite acceptable. in my test, an area with more than 100 building can be rendered with 50+ fps on my machine (E7200 CPU+9600GT Video card+4G Ram) hope my framework can make any contribution to your project.
  9. i've import lots of models from Google 3d model warehouse.
  10. hey~~~i managed to upload it to a flash video site: http://v.youku.com/v_show/id_XNDM5ODA3MTE2.html i'm so sorry that because of some political issues....it's unable to access youtube in mainland, China. So what i can do is using some local service, that's why the video above has a chinese interface. just ignore the UI, press the play button, then you can see it. hope you enjoy it
  11. haha,i'm on my summer vocation.... Freudian slip? oh~sorry~~~it shoule be "summer vacation", haha, just ask for your forgiveness for some chinese english~~~ i'll also be free after the new semester begins, so this game will continue making progress, as fast as in these days.
  12. haha,i'm on my summer vocation....
  13. lastest updates: water color and sky color improved, also replaced the ground texture \
  14. more screenshots. with some new model contributed by some fans, now i can enjoy building a small town
  15. thanks!!!it would be great to have more people involved in this project! in fact, i'm not going to implement any game logic or simulation logic in this project, instead, i'll expose some interface for further development. that means, someone who would like to play a "simcity rush hour" like game, may write his own codes focus on the simulation of traffics, and someone eles who's interested in economics, may make his economics system for the game.after that, there will be number of games base on the same engine. here're some lastest progress, and as i promised, a video: the video: http://www.gprms.com/lazy/uu/120814/120814.avi
  16. so appreciated for all your replies~~ here's some most updated screenshots: the new road system,50%completed,roads are built by.....keyborad, haha~you just need to use the up,down,left,and right key to control the road building. also, the coorinate and length infomations will be displayed while building, so that it's extremly easy to build a round in the game: and i'm planning to make the first release (both binary and codes) next week, hope you'll enjoy it!!!!
  17. Yes, it's easy. in fact, i've built a plant library in the game, which means that content contributors may add their plant models into the library and make it more diverse
  18. thanks for all your replies! Contiune my update. now the road sysytem is 30% completed: PS:to #9:the water surface is of cource animated, ,i'll try to post some video capture next time, hope youi'll like it.
  19. thanks to all your supports. still working on it, some new features implemented: 1.Directional lighting and shadows. using shadows maps, to be improved (soft shadow) 2.Plants instancing. by using instancing technique, lots of plants can be drawn without significant fps loss. 3.Model placement. texture problems were solved, models can be displayed correctly now, with rotataions. here're some new screenshots:
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