Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by howardR. 04/28/24 09:55
basik85278
by basik85278. 04/28/24 08:56
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, Quad), 755 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 6 1 2 3 4 5 6
Re: SuperCan [Re: Machinery_Frank] #354032
01/14/11 20:26
01/14/11 20:26
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
I agree also , the debate don't matter !
Only a demo can speak from itself laugh
That's lot of years A7/A8 never had a big demo (given with the
dev kit), and it will be great if one day they decide to
really make it laugh
It could be done by using next gen models instead of forver old low poly models on A8 !
Bought animated 3D models, and vegetation, pro textures, all that in a terrain with some basic gameplay, kill nearest ennemies AI !

I don't understand why A8 don't have some next gen animated character within it ??
Why not showing the best it can do ? Who can do a lot can do less indeed !
Showing next gen poer of A8 !
If it can do that indeed it can do low poly games on laptop and old PC laugh !!

Well just my commercial point of view !

Re: SuperCan [Re: Machinery_Frank] #354065
01/15/11 11:07
01/15/11 11:07
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
For me A8 goes down the drain when working with MANY entities.
The number of triangles does not matter that much anymore (speaking of ~100 triangles per entity).... but beyond 5000 entities visible at the same time it gets frustratingly slow...

Re: SuperCan [Re: FBL] #354072
01/15/11 13:12
01/15/11 13:12
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: Firoball
For me A8 goes down the drain when working with MANY entities.
The number of triangles does not matter that much anymore (speaking of ~100 triangles per entity).... but beyond 5000 entities visible at the same time it gets frustratingly slow...


It probably creates too much draw calls then. I dont know much about the insides how it renders, since I cant see the source code of the engine. But to speed things up it has to batch those items. Polygons in the view frustum sharing the same material could be sent all at once to the graphics card as an example.

But another problem can be the entity database. Maybe looking up these thousands of entities is just too slow.


Models, Textures and Games from Dexsoft
Re: SuperCan [Re: Machinery_Frank] #354073
01/15/11 13:16
01/15/11 13:16
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
I will restructure everything to reduce the entity number by 60 to 70%.

Unfortunately this will not resolve in an equivalent fps increase as I'll have multi textured entities then. This will require more draw calls again.

In my small tests it performed about 30% better than the entity solution, but the whole thing was tested in a small scaled app only.

The real speed behaviour I'll only see after I've adapted everything...

Re: SuperCan [Re: FBL] #354075
01/15/11 13:23
01/15/11 13:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Maybe you can cut your static geometry that way, that all polygons with a certain material are in one layer. In LW or Modo I can select a material of a scene. So I can cut it out and put it in an extra layer. So when you have 10 materials you will have 10 submeshes. But this makes only sense for a certain area, like a room. In an outdoor scene you also have to cut it into parts that way, that the view frustum culling can switch it off, when they are no more visible.


Models, Textures and Games from Dexsoft
Re: SuperCan [Re: Machinery_Frank] #354076
01/15/11 13:35
01/15/11 13:35
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
I need entity based ambient lighting (entity.ambient)... so the albedo and ambient values will differ. Another nightmare is, that EVERYTHING is theoretically dynamic. If I merge stuff which does not belong together by definition, I may break things somewhere else.

But this thread is the wrong place for this discussion. Maybe it should be split.

Re: SuperCan [Re: FBL] #354287
01/17/11 13:42
01/17/11 13:42
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

Expert
Realspawn  Offline

Expert

Joined: Jul 2001
Posts: 4,801
netherlands
this game looks awesome and if it's really made with A8 then
my hat is off for the creators. I am still wondering the txt says it's a free game but how dit they get the licence to use marvel/disney characters. Friends over there ? or a big box with money ? just wondering.


(marvel is part of disney)


Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: SuperCan [Re: Realspawn] #354291
01/17/11 14:15
01/17/11 14:15
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
They are creating the game for TTCocuk. That stands for Turk Telekom Cocuk(children). Turk Telekom is europe's one of the largest(subscriber count?) telecommunication companies. It has a lot of divisions, ISP, telephone, steam-like game distribution, online music distrubition etc. F.i i am currently using TTnet ADSL, ttnet being their ISP division. That's where the money comes from.

I am guessing they already had some kind of deal with Disney and Marvel, i remember seeing Hannah Montana(disney right?) stuff on tv commercials of TTCocuk.

news etc are still Turkish but you can see TTCocuk's english website here:
http://www.ttcocuk.com/home/index.aspx?lang=en

Last edited by Quadraxas; 01/17/11 14:16.

3333333333
Re: SuperCan [Re: Machinery_Frank] #354397
01/18/11 11:44
01/18/11 11:44
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
It looks nice but is nobody wondering what iron man, the hulk and spider man are doing in there?


Click and join the 3dgs irc community!
Room: #3dgs
Re: SuperCan [Re: Joozey] #354404
01/18/11 13:49
01/18/11 13:49
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
basically, helping wannabe superhero SuperCan to save the trees and forests from evil robots

Last edited by Quadraxas; 01/18/11 13:49.
Page 3 of 6 1 2 3 4 5 6

Moderated by  checkbutton, mk_1 

Gamestudio download | chip programmers | 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