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Re: What are you working on?
[Re: Wjbender]
#451515
05/08/15 16:17
05/08/15 16:17
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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screenshots would be cool Edit: After playing, I see that there isn't much for screenshots Thought you should still post some My fps stayed at 60 the whole time I played. I didn't do anything complex but everything works fine on my end and its incredibly smooth. Good stuff! Can't wait to see the next result!
Last edited by DLively; 05/08/15 16:27.
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Re: What are you working on?
[Re: DLively]
#451517
05/08/15 16:43
05/08/15 16:43
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Posts: 927
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I will add them a little later ,I am using large base textures plus detail textures for it in my tests so its stil ugly , i just finished adding texture support today ,I didn't want to redistribute my textures so I just added some of my other test textures. . I still have to atlas map ..
thanks .
@txesmi , I like it , looks great , what are you using to do it ?
Last edited by Wjbender; 05/08/15 18:37.
Compulsive compiler
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Re: What are you working on?
[Re: txesmi]
#451522
05/08/15 20:55
05/08/15 20:55
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Posts: 927
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20% tool power and 80% talent , making good texturing etc plus good modelling is not easy.
Compulsive compiler
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Re: What are you working on?
[Re: MasterQ32]
#451528
05/09/15 10:29
05/09/15 10:29
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@Wjbender: nice one
I have to say, however, when I was messing around with voxel rendering using A8, I ran into memory problems really quickly.
But don't let this discourage you.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#451529
05/09/15 11:02
05/09/15 11:02
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Posts: 927
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@ kartoffel thanks , yes this test also is far from being memory efficient and/or low on memory .
if you fire up windows task managet -resource monitor- memory , you will see it eat up a lot of ram .
the reason for this , at this moment even though I destroy entities outside of range , is that the arrays are pre filled for the test , I have to switch to dictionaries and other methods to only create what I need for visible range instead of filling invisible range data ..
to do this I would need to serialize to disk so I do not store un needed data anymore , and that goes more towards endless generation of visible data..
I have a few experimental updating conditions I am testing now , for instance only updating when frame rate is above a few frames below frame cap , this however needs more thought because a user can easily travel beyond update range in that time , so I need to manage it such that this update condition is overidable at the correct time.
then I am also leaning towards pausing and resuming the update thread , but I haven't even gone beyond this in theory only as of yet .
tust was great help to me in studying voxels plus a certain unity tutorial aided me in forming the basis of understanding voxel worlds , so thanks to those people , however I suck in lite-c , I am better at bringing my concepts to actuality in c++ and now c#( which I am new at ).
Compulsive compiler
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Re: What are you working on?
[Re: Wjbender]
#451530
05/09/15 11:25
05/09/15 11:25
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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A raw textured ship while waiting for an answer of a normals backing process problem I get: click to enlargeI also realized a triangled engine would fit much better. Time to change it. @Wjbender It has take a long time to get a reliable modelling and backing method. Thanks.
Last edited by txesmi; 05/09/15 12:36.
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