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Re: What are you working on? [Re: oliver2s] #440807
05/02/14 16:41
05/02/14 16:41
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Karlsruhe
Did you create those city building models on your own?

Re: What are you working on? [Re: PadMalcom] #440824
05/03/14 14:34
05/03/14 14:34
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
looks very nice, I like the style, maybe such a large environment would run too slow in 3dgs (with real-time shadows)...

Last edited by sivan; 05/03/14 14:35.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #440888
05/05/14 11:16
05/05/14 11:16
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Deutsch Niedersachsen
@Oliver: We changed it to have a more reliable system with a better reputation. And once I got the hang over Unity it really gave me a huge improvement over my workflow (OOP!!!!) (And we are also using Swig to directly wrap our C++ Classes and stuff in C#).

@PadMalcom: Those houses are procedurally generated. (There are some base models that are combined into one house + magic)


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: What are you working on? [Re: Puppeteer] #441078
05/11/14 21:21
05/11/14 21:21
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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North America
These goblins are at war with some slimes and rats:



We've put natural rivalries into the game, so certain creatures just do not like each other and will take any chance to have a go at one another.

Of course the goblins have a distinct advantage with all of their weapons and armor, but I've seen them overwhelmed by rats and other nasties at times, the poor fools.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: Redeemer] #443043
07/08/14 09:36
07/08/14 09:36
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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Posts: 946
I'm pretty happy about how my first deferred renderer has evolved over the past few weeks.
This is were we came from...



...and this is where we are now. laugh



Re: What are you working on? [Re: the_clown] #443049
07/08/14 13:39
07/08/14 13:39
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
why is it worthy to create your own renderer, do you need special optimizations what you cannot get elsewhere by game or rendering engines?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #443052
07/08/14 14:43
07/08/14 14:43
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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Originally Posted By: sivan
why is it worthy to create your own renderer, do you need special optimizations what you cannot get elsewhere by game or rendering engines?


Well, for once, it does offer a certain fexibility - a custom renderer for a game will always perform better than an all-purpose renderer written for an all-purpose game engine.
Besides, there's several reasons why I personally would say it's worth it.
First of all, this specific renderer was written for a practical course at University (I'm a computer science student). As the title in the window suggests, we have to create a small game aimed to be played with the Oculus Rift. Using another engine wasn't any option anyways for this project, as it's basically the point of the course to write an own engine. I'm mainly responsible for the graphics programming, together with another student who has implemented the very simple shadowmapping seen in the screenshots as well as skeletal animations and the import/export pipeline for the 3d assets. Lately I've refactored the whole rendering pipeline because it was rather inflexible and didn't support gamma correct rendering and HDR, which it does now. And boy, did that feel good. What brings me to the second point, there's people who only make games using the tools they can find, and that's fine, but there's also those who actually create these tools (and sometimes make games with them theirselves), and if I had to choose one path I'd choose the latter. I just like doing things from a certain level of scratch, so to speak. laugh
There's a high level of satisfaction when a game you programmed is fun, but that's nothing compared to the level of satisfaction you feel when you know that game runs on your own engine.

So to sum it up, I just like doing it, it gives me kicks that simple game programming doesn't, and it's simply cool as fuck to have your own engine. tongue

Re: What are you working on? [Re: the_clown] #445958
09/30/14 18:09
09/30/14 18:09
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Gettin' into proc tex stuffs: http://imgur.com/a/2aZT9

Re: What are you working on? [Re: Hummel] #467263
07/23/17 19:52
07/23/17 19:52
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Posts: 1,438
Spain
I would like to bump this thread. There is lot of people on the forum that used gamestudio in the past and aren't using it anymore or at least not for their current projects. I think it would be nice to try to keep the community alive showing here what you are working on using other engines and receive some feedback from the users that are still here tongue .

--------------------------------------------------------

In my case during the last weeks I have been working on Unity porting the medieval project.

[video:youtube]https://www.youtube.com/watch?v=lFifzzlaqmQ[/video]
https://youtu.be/lFifzzlaqmQ

I'm kinda happy with the result of the combat system but not sure if I will continue working on it.
I made the character's using Mixamo/Adobe Fuse and the weapon models are the same I was using on gamestudio, which I got on the Unity Asset Store. The point is that I don't feel capable of keeping the high graphics quality the character and weapons have on a complete game with environments, props and so on (without spending a fortune buying stuff on stores for everything grin ). I have tried a WED-like approach using cgtextures and a free plugin called sabreCSG (it lets you build a level based in blocks) but the "blocky" look doesn't fit with the style.
So I will probably leave it as it is and come back to gamestudio and focus on simple graphics avoiding a realistic look as nowadays that's not in reach for an indie-dev, moreover for a one man project.

Last edited by painkiller; 07/23/17 19:54.

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