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Re: SuperCan [Re: darkinferno] #353009
01/07/11 10:03
01/07/11 10:03
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
There are screenshots hidden somewhere...

http://www.conitec.net/english/gstudio/gallery.php

The gallery page is done poorly, though.

Re: SuperCan [Re: FBL] #353039
01/07/11 14:14
01/07/11 14:14
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
Found this in my emails:

Quote:
Hello! I would like to add a video link to SüperCan title. But i am not member of this forum.

3D cave level of the game was shown at Compex Gamex 2010 fair (in Istanbul on December 2010).

http://www.youtube.com/watch?v=tWF72xrRghA

Thank you in advance.

See you.


With 3D glasses! laugh


no science involved
Re: SuperCan [Re: fogman] #353789
01/12/11 22:21
01/12/11 22:21
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
In fact with skilled 3D artists that can make good textures, lightening and models you can acheive big things in A8,
by avoiding big worlds or too big levels !

Like it has been said lot lot of times, A8 is programmer oriented, so you'll not find lot of good looking games as in Unity that is lot more 3D artist oriented with lot better
workflow.

Well let's hope skilled programmers here, will find skilled
3D artist laugh ?

Re: SuperCan [Re: ratchet] #353796
01/12/11 23:32
01/12/11 23:32
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
In fact with skilled 3D artists that can make good textures, lightening and models you can acheive big things in A8,
Correct.
Quote:
by avoiding big worlds or too big levels !
Wrong. Or at least, no more so than other engines.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: SuperCan [Re: JibbSmart] #353798
01/12/11 23:46
01/12/11 23:46
Joined: Mar 2004
Posts: 92
Dresden
Revo Offline
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Revo  Offline
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Joined: Mar 2004
Posts: 92
Dresden
Wondered how nobody wrote about this Projekt yet (at first I did not realy believe that it is a A8-game when i found it on the web last holidays).

Hope they maybe will release this game also in other countries / languages.
(but dont think so frown )

Last edited by Revo; 01/12/11 23:48.

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Re: SuperCan [Re: JibbSmart] #353816
01/13/11 08:19
01/13/11 08:19
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: JulzMighty
Quote:
by avoiding big worlds or too big levels !
Wrong. Or at least, no more so than other engines.

Jibb


Maybe you are right but to show this to the world it would be much better to offer a demo of a bigger world to potential customers just to prove that it can be done. Show the world that you can make huge interiors with BSP and shaders applied! Show them some terrains with tons of instances of animated grass, trees, rocks and normal mapping on terrain, show them how good the realtime shadow cast animated foliage to the ground!

It is very important to convince potential customers that way.

Probably it is not that easy like in theory. I remember that there was a video of a pacific coast demo of the Torque engine around for years but they never released it, they released a rather small hall and an empty terrain as demos in the end.


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Re: SuperCan [Re: darkinferno] #353821
01/13/11 09:47
01/13/11 09:47
Joined: Oct 2005
Posts: 57
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picoder Offline
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Re: SuperCan [Re: Machinery_Frank] #353847
01/13/11 15:31
01/13/11 15:31
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Originally Posted By: Machinery_Frank
Originally Posted By: JulzMighty
Quote:
by avoiding big worlds or too big levels !
Wrong. Or at least, no more so than other engines.

Jibb


Maybe you are right but to show this to the world it would be much better to offer a demo of a bigger world to potential customers just to prove that it can be done. Show the world that you can make huge interiors with BSP and shaders applied! Show them some terrains with tons of instances of animated grass, trees, rocks and normal mapping on terrain, show them how good the realtime shadow cast animated foliage to the ground!

It is very important to convince potential customers that way.

Probably it is not that easy like in theory. I remember that there was a video of a pacific coast demo of the Torque engine around for years but they never released it, they released a rather small hall and an empty terrain as demos in the end.
Sure, I'd gladly offer a demo if I had the time, but I'm working on a game that is intrinsically small-scale. I'm sure my next project will be bigger, but that's a long way away as I haven't even released KarBOOM 0.2 yet (though fingers crossed, it'll be out by this weekend).

The thing is, I'm experienced with A7/A8 and know its capabilities. I've done tests on enormous scales, millions of animated polys on screen at a time, complex shaders, hundreds of lights, shadow systems built for huge outdoor situations... I don't think Ratchet's claims about the capabilities of A7/A8 are substantiated by experience.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: SuperCan [Re: JibbSmart] #353883
01/13/11 20:20
01/13/11 20:20
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Ok, but no one have seen some big world in A7/A8 with all the stuff you said.
But i agree, i think the last Unity 3D demo could be done
i think with A8 and use of clever LOD, some portals, and
the use of shade-C for shaders.

I know it's lot of time of work with A8.
The strenhght of Unity is that it have aniamted model, grass ,trees, etc ... you can make and test some big terrain level in some 10 minutes wihtout coding : Well workflow is not the subject of this thread laugh

A8 can do it.
The only probel A8 is for coders mainly and people using it are coders mainly.
So don't expect to see as beautifull 3D games like in Unity.

But it can do it if you have skilled 3D artists with you !

Re: SuperCan [Re: ratchet] #353926
01/14/11 09:09
01/14/11 09:09
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: ratchet
A8 can do it.


This still is a theoretical assumption. A demo is the only proof to convince potential customers. I know it from experience. I made some interior tests for several game engines and there are huge differences when you really want to have a smooth and constant FPS rate. The same counts for large outdoors.

Currently I am creating a tech demo for a big game engine. I am under NDA and cant talk about details. But they use a sample world like this not only to show it to customers. They also use it early for testing new features, to see how the engine runs on the aimed platform, to see how texture size, fill rate issues, CPU or GPU can be a limiting factor. Thus you can test (as an example) if it is better to use the co-processor for mathematical operations or not. You can test dynamic or static batching, you can see how much an index buffer for vertices can speed things up, and so on.

A demo is more than just eye-candy, it is a technical playground for programmers and testers. It is important and has nothing to do with this strange debate of programmer's engine vs. art engine. Such thing does not exist. Programmer's and artists always have to work together, otherwise the project will fail.

The best example is supercan, it shows fantastic artwork and there must be good programmers behind it also.

And the workflow debate should not be about artists or programmers, it should be about speed and efficiency, about the fact to deliver in time, to spend your time to the important things.


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