Click here to Skip to main content
15,867,961 members
Articles / Multimedia / DirectX

A 3D RPG Based on Ogre and ODE

Rate me:
Please Sign up or sign in to vote.
4.91/5 (17 votes)
18 Apr 2013CPOL3 min read 40.4K   1.4K   31   5
A 3D Game Based on Ogre, ODE, 3D Max, CEGUI and so on

Introduction

In this article, I introduce a solution of 3D RPG based on Ogre Graphics Engine, ODE Physics Engine, CEGUI, and other tools. The framework is described and the full resource and source code is on https://github.com/lxdfigo/Space-Knight.

Background

Space Knight is a cartoon I watched when I was a child and I'm also a game fan. So I use what I learned before to develop the cartoon to an RPG. Here, displaying what lib I used in my game:

  • Ogre: I use Ogre as the Graphics Engine. It can choose DirectX or OpenGL to render the scene.
  • OED: I use OgreOde which combines the Ogre with the ODE to build the physical world in my game.
  • CEGUI: It is used to construct the UI in the game such as main menu, trade menu, function menu, etc.
  • 3D Max: The models in our game is built by 3D Max and is exported by a plugin.
  • DirectShow and Fmod: They are used to play the video and the audio.

Using the Code

As mentioned before, the application bases on several libs. Here is the UML figure of my game framework.

Image 1

There are several modules in the application. There are Mission Module, Role Module, AI Module, UI Module, Tool Module and Media Module.

The Mission Module controls the mission of the game and it contains the BaseMission class, FirstMission class, etc. Each class represents a mission in the game. The base class also controls the most modules.

The Role Module controls the players in the game such as the main player, space knight, the monster Lada, the NPC, etc. These entities are managed by the entity manager and are checked if they have collision in each frame. The part of Role Module is also controlled by the AI Module.

The AI Module uses state machine to simulate the role's AI. Each role having the AI has its own state class and the class defines its behaviors. It can be easily changed and extended.

The UI Module using CEGUI to display the UI of the game. It receives the input from the user and posts the message to other modules. It uses OIS to receive the keyboard message and the mouse message. Each menu on the screen is a script file rendered by CEGUI.

The Tool Module controls the tools, medicines and other objects in the game such as the chest on the road or the opening door. Most tools are built by the status from the XML file.

The Media Module is a simple adapter of Fmod and DirectShow. It plays the sound of the battle or the background and the video of the opening play.

Image 2

The base class of the mission contains a lot of members and functions. It uses the UI module to display the menu, the Media module to play the sound, the Role module to update the entities. It also builds the graphic world and the physical world. It has the function to move to the next mission, load the saved mission or game over.

The state machine shows it contains three main states - the previous state, the current state and the global state. The state has four behaviors - Enter, Exit, Execute, and OnMessage. If a role receives a message and it gives to the state machine, it lets the current state execute and transfer to the next state.

C++
//
//Here is the Base Mission class
//

class BaseMission:         
    public OgreOde::CollisionListener, 
    public OgreOde::StepListener, 
    public OgreOde::TriangleMeshRayListener
{
public:
        ....

    OgreOde::World                       *mWorld;
    OgreOde::Space                       *mSpace;
    OgreOde::StepHandler                 *mStepper;
    OgreOde::TriangleMeshGeometry* terrainTriMeshGeom;

    OgreOde::InfinitePlaneGeometry *mGround; 

    GameFrame *gameFrame;

    Ogre::Root*              mRoot;
    Ogre::Camera*          mCamera;
    Ogre::SceneManager*      mSceneMgr;
    Ogre::RenderWindow*      mWindow;
    CEGUI::System*   mGUISystem;

    FrameListener* mFrameListener;
    BaseMissionListener* mMissionListener;
    GuiListener *mGuiListener;

    Overlay *talkOverlay,*gameOverlay,*blackOverlay,*loadingOverlay,*missionIntruOverlay;

    CEGUI::Window* gameSheet,* opSheet,* quitSheet,
        * gameOverSheet,* loadSheet,* intruduceSheet,
        * useButton,*noUseButton,* currentPackage;

    std::vector<AnimationState *> animationStates;
    std::vector<Model *> mModels;
    std::vector<OgreOde::Geometry*> mGeoms;
    std::vector<SceneNode*> nodes;
    std::vector<StaticThing*> staticThings;
    std::vector<Role*> monsters;

    Role *mainModel;
    BaseSound *mSound;
    
    SceneNode * _rocket_node_explosion;
    ParticleSystem * _rocketParticles_explosion;
public :
    BaseMission(Ogre::RenderWindow* mW, Ogre::Root* mR, Ogre::Camera* mC, 
                 Ogre::SceneManager* mS,CEGUI::System*   mG,GameFrame *);
    virtual void Render();
    virtual void Clean();
    virtual void InitObjects();
    virtual void createFrameListener();

    virtual void NextMission();
    virtual void upDate();
    virtual void createScene();
    virtual void UpdateGUI(void);
    virtual void initDemoEventWiring(void);

        ...

    Ogre::SceneManager* getSceneManager(void) const { return mSceneMgr; }
    Ogre::RenderWindow* getRenderWindow(void) const { return mWindow; }
    void resetParticleSystem(Ogre::ParticleSystem *ps, bool enable, const Ogre::Real delay);

    virtual void GameOver();
    void LoadGame(int i);
};

//
// Here is part of the state machine of the AI in the game.
//
template <class entity_type>
class StateMachine
{
private:
    entity_type *m_pOwner;
    State<entity_type> *m_pCurrentState;
    State<entity_type> *m_pPreviousState;
    State<entity_type> *m_pGlobalState;
public:
    StateMachine(entity_type *owner):m_pOwner(owner),
       m_pCurrentState(NULL),m_pPreviousState(NULL),m_pGlobalState(NULL){}

    void SetCurrentState(State<entity_type> *s){m_pCurrentState = s;}
    void SetPreviousState(State<entity_type> *s){m_pPreviousState = s;}
    void SetGlobalState(State<entity_type> *s){m_pGlobalState = s;}
...
};

template <class entity_type>
class State
{
public:
    virtual bool OnMessage(entity_type *,Telegram &msg) = 0;
    virtual void Enter(entity_type *) = 0;
    virtual void Exit(entity_type *) = 0;
    virtual void Execute(entity_type *) = 0;
    virtual ~State(){}
};

Operation and Result

The operation of the game:

  • Move: W, A, S, D
  • Fire: mouse, Z, C, V
  • Mission Pass: Y
  • Menu: F1

Our game has seven missions which include two boss mission and one transfer mission. Shown here are some pictures of my game.

The main menu of the game.

Image 3

The player beat a monster.

Image 4

History

  • 18th April, 2013: Initial version

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Student Institute of Software, Chinese Academy of Sciences
China China
This member has not yet provided a Biography. Assume it's interesting and varied, and probably something to do with programming.

Comments and Discussions

 
QuestionMissing files? Pin
mz850406431-Jan-14 17:08
mz850406431-Jan-14 17:08 
BugGithub repository spoiled! Pin
City17Citizen20-Apr-13 9:15
professionalCity17Citizen20-Apr-13 9:15 
GeneralRe: Github repository spoiled! Pin
Sasa Kajic22-Apr-13 1:21
Sasa Kajic22-Apr-13 1:21 
QuestionCan you add downloads to the executables? Pin
Paulo Zemek18-Apr-13 12:54
mvaPaulo Zemek18-Apr-13 12:54 
GeneralNice project Pin
Espen Harlinn18-Apr-13 10:58
professionalEspen Harlinn18-Apr-13 10:58 

General General    News News    Suggestion Suggestion    Question Question    Bug Bug    Answer Answer    Joke Joke    Praise Praise    Rant Rant    Admin Admin   

Use Ctrl+Left/Right to switch messages, Ctrl+Up/Down to switch threads, Ctrl+Shift+Left/Right to switch pages.