Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
5 registered members (Dico, AndrewAMD, TipmyPip, NewbieZorro, Grant), 15,791 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 3 of 8 1 2 3 4 5 6 7 8
Re: Wasteland Scene [Re: FeiHongJr] #90962
09/22/06 19:47
09/22/06 19:47
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I have planned to make a more complex sky cube with mountains and
clouds. But this uses up 5MB of texture too.
But I will create one later.


The Buildings are just made relatively quickly, so there are still some flaws in it.

Re: Wasteland Scene [Re: FeiHongJr] #90963
09/24/06 20:19
09/24/06 20:19
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
it fits well together all however it has the same problem almost all a6 games have. the speed and mouse movement. its not smooth and reacts the same at all views instead it is fps dependent.
also for this little scene fps are quite bad.

Re: Wasteland Scene [Re: ulf] #90964
09/24/06 21:31
09/24/06 21:31
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Did you test the original demo, or the one with the bloom shader?

The camera ist just a testfunction, not ment to be ingame.
I have a frameratedependent moveskript that now works on the terrain.

The fps are of course allways dependent on the system. With a reduced LOD distance (tunable by
the player) you can increase the fps a lot, for the computer you have.

Re: Wasteland Scene [Re: Damocles] #90965
09/24/06 21:58
09/24/06 21:58
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Here a first person version,

I have reduced the size of the grass and Bushes, to fit the "70quants" actor.
It does not look as good, as with bigger grass, but fits more the sense of vegetation)

Also there is a more restricive LOD. So it should be very fast on a "normal" computer.

The moveskript still has some bugs. So I have to adapt for steep surfaces, not to be climable.
(I will probably just use invisible Blockers there)
Maybe someone finds out, why jumping on the terrain sometime does not work...


wl_frame_limiter.zip

Re: Wasteland Scene [Re: Damocles] #90966
09/24/06 22:12
09/24/06 22:12
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Looks good however I get strange effects in the corners of the sky cube.. Im guessing has something to do with the clip range. Heres a pic to show you what I mean.




http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Wasteland Scene [Re: FeiHongJr] #90967
09/24/06 22:23
09/24/06 22:23
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The sky cube is scaled a bit to big, given the current clip range.
I will redo that.

Re: Wasteland Scene [Re: Damocles] #90968
09/25/06 00:53
09/25/06 00:53
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
LOD - Dynamical Framerate Adaption

this version here adapts the LOD to your computers speed,

the faster you computer is, the better the Grassrendering,

I tried to adapt the framerate, so that it does not drop below
25-FPS.

The adaption takes a bid, just walk around in the level

Please post your FPS Level (mine is around 7 on my Laptop)



wl_frame_limiter.zip



----

Re: Wasteland Scene [Re: Damocles] #90969
09/25/06 01:39
09/25/06 01:39
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Started off at 20 and gradually dropped down to 15 after running around for awhile. Noticed the sky cube was fixed btw


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Wasteland Scene [Re: FeiHongJr] #90970
09/25/06 06:20
09/25/06 06:20
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
the same with me, starting at 20 fps then it goes down to like 14.
also i noticed your mouse movement now is extremely laggy. its not seamless at all.

are you using wmp geometry or only models?

its a shame that we get 14 fps with a small scene like that. but hey how long till the next rendering kernel?

Re: Wasteland Scene [Re: ulf] #90971
09/25/06 06:38
09/25/06 06:38
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
I dont think thats the acctual fps...

cant be positive but I think its mainly built from level blocks.. I think even the rocks are blocks... tho could be wrong on that... The only thing I seen that might be models is the vegitation but they could be sprites.

Last edited by FeiHongJr; 09/25/06 07:38.

http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Page 3 of 8 1 2 3 4 5 6 7 8

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1