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Author Topic: Geoworld API and Geonardo World Editor  (Read 2697 times)
Hawthorne
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« on: June 26, 2008, 05:30:49 PM »

A few months ago I made a post about a World Editor and API system I had written for TV, the Geoworld system.

After getting some great responses and feedback I took some time to make some examples and improvements to the beta and today I am proud to announce the official release of the Geoworld API and the Geonardo World Editor.

I have teamed up with the staff over at Zepa Studios to in order to bring this product to the community with a full pledge of support, upgrades, custom solutions, source code, examples, assets and more.

The Geoworld systems is more than a simple World Editor, its a full blown game making system with Audio and Video playback, the latest Shader technology, World editing tools, built in managers all wrapped in a very powerful API. The systems perfect for proto-typing, game development, landscape visualization and so much more.

Version 1.0 has been released from Zepa Studios and it requires a license for TV3D 6.5SDK.

The evaluation version of the Geoworld API is FREE and there are many pricing packages to fit almost all needs.

for a full product lineup and feature list please check out:
http://sales.zepastudios.com


What is the Geoworld API?

Geoworld is an API that is built on-top of the Truevision3D 6.5 SDK for DirectX 9.x. The API comes with several sub systems and features for creating real time 3D worlds for games, simulations and any other kind of virtual application. The API also comes with Geonardo a world editor that was built using the Geoworld API.
 
What exactly does the Geoworld API help me do?
The Geoworld API will help you get systems up and running fast so that you can focus on adding content to your game and shaping your rules. Building an RTS? RPG? Flight simulator or space simulation? The Geoworld API has an extensive library of functions and commands to quickly help build huge worlds and manage your assets such as models, actors, textures, materials, sounds, videos,  rendering systems and more. Not only does it come with extensive world building tools and managers, but the Geoworld API also comes with an comprehensive in-process and post-process special effects system based on the latest HLSL technology. 
 


Questions or comments? Contact me here for sales@zepastudios.com

I look forward to posting more advances and showcasing demo's soon. C# examples are already online an the VB.NET versions will be online soon.

Pat Shearon
Zepa Studios.
http://sales.zepastudios.com
« Last Edit: August 06, 2008, 07:51:17 PM by Hawthorne » Logged
newborn
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« Reply #1 on: June 26, 2008, 09:20:39 PM »

Congrats on the release! Knowing how much effort it is to release a complete world editor, I must admit I'm quite surprised and pleased to see such a great tool coming up!

Kudos!
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JohnB
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« Reply #2 on: June 26, 2008, 11:15:26 PM »

Gratz on the release Hawthorne! 

Although I am still consumed by my back-end code, I've had some time to work with Geonardo too and it really is a great tool.

John B.
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Hawthorne
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« Reply #3 on: July 07, 2008, 05:16:23 PM »

Gratz on the release Hawthorne! 

Although I am still consumed by my back-end code, I've had some time to work with Geonardo too and it really is a great tool.

John B.


A new video is coming soon the new samples/source are online and here is a quick shot of the video in the works!

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Hawthorne
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« Reply #4 on: July 10, 2008, 03:30:39 AM »

Here is a link to the video! Enjoy!

-Pat

http://www.zepastudios.com/sales/geovideo.wmv
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JohnB
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« Reply #5 on: July 15, 2008, 02:22:59 PM »

Looks great Hawthorne - I love the way the fog looks as you move through it.

John B.
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[Alvaron]
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« Reply #6 on: July 22, 2008, 11:09:21 AM »

Screenshot reminds me of The Elders Scrolls: Morrowind ... for some reason...
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cwegner
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« Reply #7 on: July 28, 2008, 08:58:42 AM »

Good job on adding those improvements to the Geoworld Editor. It really has made splatting textures and terrain manipulation much more easier now. I posted a few questions on your forums I am hoping to get some answers to! Let me know!
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Hawthorne
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« Reply #8 on: July 31, 2008, 07:53:51 AM »

Thanks guys! I will be adding that feature to all layers not just custom splats, I am pretty sure I will be adding filter tools for all splatted layers so you can just select a layer or all and apply a filter or erase etc.

1.1 will be out soon and it to blows the release version out of the water as far as usability, new features, and improvments made in existing systems. I look forward to releasing 1.1 in a couple weeks.

-Pat
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Hawthorne
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« Reply #9 on: August 06, 2008, 07:54:14 PM »


Geonardo 1.1 has been released, you can download it from:
http://www.zepastudios.com/sales/geonardo1_1.exe

If you have any comments, suggestions, demo's, questions or needs, please contact us over at zepadev.net!

Special Thanks to:
AriusEso (Geoff Wilson),Sylvain , Almaris, Goglay, Mithian (John Rodenburg), Crim (Jack Bray), Zaknafein (Renaud Bédard), Blindsided, JohnB2 (John Brewer) and the Truevision Community.

Version 1.1 Release notes
--------------------------------------------------
Fixed lighting issues with materials.
Fixed Selection zOrder on Mesh/Actor selection editing.
Fixed Erasing selections would sometimes take several passes this has been fixed.
Fixed crash on manipulation of unloaded landscape vertices.
Fixed removing all of a selected foilage from the landscapes.
Added litbysun switch on special effects.
Added ramping to last selection point under filters.
Added erasing selections from splatting layers (custom only).
Added a boundary system for blocking off cotnent.
Added markers for Effects, Sounds, and Bounding boxes with labels.
Added a Shader Manager and integration pipeline.
Added several new special effects and shaders (TreeAnimation, Bloom, Falling leaves and more).
Added the Actor sub-systems (animtaions, texturing, attachments and more).
Added the Actor Animation browser.
Added Selected Viewport render.
Added Selection cirlce (shows pathing of collision box on selections of mesh and actors).
Added New release notes screen.
Added Saving and Loading of Selections
Added a new SceneManagerClass for better control over rendering Mesh and Actor over paged landscapes.
Added the AI grid and node creation system for Actor and Pathfind AI.
Added an AIAgent Class (More on this in 1.2).
Added Stencil shadow support.
Updated texture pipeline for better integration with models and mesh.
Updated better stats UI layout on minimap.
Updated Water generation and waving effects
Updated the User interface.
Updated the lighting system (better blending with sun effects and fog).
Updated the Mesh Class to handle the new texture pipeline.

-Pat
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Hawthorne
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« Reply #10 on: August 10, 2008, 09:48:37 AM »

Another little quick update, with the methods used to start TV in an XNA environment, that now means that Geonardo/Geoworld built worlds can also be used with XNA.

http://www.truevision3d.com/forums/showcase/tv3d65_xna_20_working_side_by_side_very_simple_test_project_conclusion-t17924.0.html

Just so anyone using XNA who loves TV and needs a good game making tool, you now have a path!

-Pat
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varholl
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« Reply #11 on: August 11, 2008, 09:23:58 AM »

Very nice work! Keep up on the good Work! If you need any help on my side (testing or anything) let me know!

Cheers!!! Cheesy
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Hawthorne
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« Reply #12 on: August 19, 2008, 06:55:45 PM »

Gronardo World Editor
Written by Pat Shearon aka Hawthorne.
For sales Contact: Sales@zepastudios.com

Important Links
http://www.zepadev.net
http://www.truevision3d.com

Special Thanks to:
Goglay (Kevin Chiu), AriusEso (Geoff Wilson), Sylvain, Almaris, Mithian (John Rodenburg), Crim (Jack Bray), Zaknafein (Renaud Bédard), Blindsided, JohnB2 (John Brewer), Ninechars (Chad Wegner) and the TrueVision3D Community.

Version 1.2 Release notes
--------------------------------------------------
Fixed Landscape splatting issues on seams was missing seam edges on some systems (floating point error has been fixed).
Fixed 1.2 map crahes due to bad TVAI settings has been fixed.
Fixed Loading maps that did not contain water after a map that had water was causing a crash, this has been fixed.
Fixed Selecting on a 4 corner seam would not raise one of the corners properly, this has been fixed.
Fixed Selecting on particular vertices on one end of a map with the selection tool would cause a crash when a filter was applied. This has been fixed.
Fixed Splat manager was not updating all splats properly in its list after splats were created or removed, this has been fixed.
Fixed Heightmap importing was causing a crash. This has been fixed.
Fixed Map creation defaults.
Fixed Foilage removal was not removing properly this has been fixed.
Added Holding the shift key down now will increase your movement speed over land.
Added Splat erasing on any level, custom, auto or slopes.
Added RGB offsets for Skyshader's Coloration.
Added Adjust to last selection filter added for terraforming.
Added Mold landscape to Mesh feature.
Added Select landscape via Mesh Vertices.
Added AI Pathing creation for Actors/Cameras/Mesh. You can also save Path graphs for server side pathfinding.
Added AI Collision system.
Added AI Movement system.
Added AIAgent Abstract class which can be used by you and is part of each mesh and actor.
Added AIScripting layers (C# and VB.NET based scripting with interface/object exposure)
Added Packaging System API (Gzip based).
Added Camera Y adjust in Geonardo under Options.
Added Rendering markers for AI paths.
Added Volume clouding special effect.
Added SSAO (Screen space ambient occlussion) effect.
Added Depth buffer render viewport.
Added You can now place selection markers on mesh (Selection Options/Select GroundOnly) this is useful when making AI paths on slopes of mesh and other mesh structures.
Added New C# source code Samples have been addede to the installation package.
Added a demo map (demo.map) has been added to the setup build and you may load it for an example of what you can make.
Added a playback standalone system (Geoplay.exe and Geoplay.cfg) these 2 files come installed with geonardo and can be used to play back your maps outside of the editor (you will still need to distribute TV6.5 DLL's and Geoworld's API DLL's in order to make this work on other computers that do not have the Geoworld API installed. A stand alone Geoplay setup [geoplay_v12.exe] comes with 1.2).
Updated the User interface now has tab coloration and has been broken into 2 areas, Managers and World Builders.
Updated the Actor class has been upgraded with an AIAgent and a new MeshGroup collection. These class additions allow you much greater control over AI, mesh groups, shaders, blending and more.
Updated the Mesh class also has the new AIAgent and MeshGroup systems in place.
Updated several Geoworld API enhancments and new features for special effect building and world interaction.
Updated extended several new custom shader options to all sub systems.
Updated Adjusted lighting and sun/fog settings for a better world color blend scheme.
Updated Several new Collection managers have been added under the properties of mesh and actor to help better manage your settings and access to them (Geonardo).

The new Geoworld_v12.exe (http://www.zepastudios.com/sales/geoworld_v12.exe)
The system comes with 1.2 Geoworld API, 1.2 Geonardo World Editor, Source Code examples, Geoplay and Geoplay's Setupkit, and a Media library of examples with a demo map.

-Pat
« Last Edit: August 19, 2008, 07:04:17 PM by Hawthorne » Logged
Hawthorne
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« Reply #13 on: August 22, 2008, 10:36:12 PM »

AI Scripting was added, here is a shot of the editor in action with a generic script running an actor.


http://www.theregulators.org/geoscripting.jpg

More on this soon! It's fully integrated with .NET's compiler and let's you construct full class base scripts based on VB.net or C#.

Obviously this gives you some real power in scripting your AI/Encounters.

-Pat
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rootsage
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« Reply #14 on: August 22, 2008, 11:22:47 PM »

AI Scripting was added, here is a shot of the editor in action with a generic script running an actor.

That is soo cool! You are doing a great job with your API and Editor, I love watching its progress.  Cool
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while( !( succeed = try()) );
------
10 print "Is this recursive?"
20 goto 10
Hawthorne
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« Reply #15 on: October 21, 2008, 03:29:57 PM »

That is soo cool! You are doing a great job with your API and Editor, I love watching its progress.  Cool

Today I have released 1.4 of Geonardo/Geoworld.

There is much more to the list of features/additions/updates than what I have listed here (below) but I simpyl have not completed the release notes for this version!

Version 1.4 Release notes
--------------------------------------------------
Added Integrated Physics System.
Added Script Based Effect System.
Added TVP Effect system.
Added Open script system for things like Quests etc.
Updated All systems to work with physics or without.

Anyhow you can grab the new version :
http://www.zepastudios.com/sales/Geoworld_v14.exe

I have included a couple of scripts to help get people going with the many scripting systems (AI, Effects, Quest's etc).

Hope to have some more updates soon! And I hope to have more of the TV community as customers soon! Wink

-Pat
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racingspider
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« Reply #16 on: October 21, 2008, 03:49:17 PM »

Excellent. I hope you do well! Too bad I'm not doing a game that could use it! Very well done.
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-------
Where are we going?
And, why am I in this handbasket?

http://www.racingspidergames.com
rootsage
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« Reply #17 on: October 22, 2008, 02:51:47 AM »

Excellent news! I am downloading right now, will let you know my thoughts of it once I get it installed  Cool
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while( !( succeed = try()) );
------
10 print "Is this recursive?"
20 goto 10
zwiglm
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« Reply #18 on: October 27, 2008, 11:38:52 AM »

I don't know, if this has been asked...

When I buy a license now for 1.4... are there upgrades included up to version 2.0?
How does your business modell work in regard to that.

Thanks for answering
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Cheers,
Martin
Hawthorne
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« Reply #19 on: November 04, 2008, 05:44:06 PM »

I don't know, if this has been asked...

When I buy a license now for 1.4... are there upgrades included up to version 2.0?
How does your business modell work in regard to that.

Thanks for answering

All upgrades are free.

-Pat
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