Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 1,103 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rate Thread
Page 3 of 6 1 2 3 4 5 6
CubeX Framework #369996
05/10/11 12:26
05/10/11 12:26
8 Images
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
Expert
CubeX Framework

Hey Guys!

I want to show you my new project:
CubeX Framework

This framwork provides functions to create games with the style of Minecraft.

If you don't know how to get started, you can do the turorial or look at the examples...

You can download it here:
http://picshare.masterq32.de/CubeX.zip

Also you can watch a video with german comments:
http://www.youtube.com/watch?v=A23Y_wTU4Rk

Please post all bugs you can find!
I want to improve this!

Have fun and create cool things!

EDIT:
I was just beeing asked for reuploading the Framework. Here you go! It was nice to hear that somebody actually uses it also nowadays.
53 Comments
Re: CubeX Framework [Re: Redeemer] #370328
05/12/11 14:06
05/12/11 14:06
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
Expert
MasterQ32  Offline OP
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Originally Posted By: Redeemer

- The levels are wwaaaaaayyyy too small.


Then increase the size...
You only have to change WORLD_SIZE_X and those defines
You have to do it before including the cubeX.h first time.

Code:
#define WORLD_SIZE_X 1024
#define WORLD_SIZE_Y 1024
#define WORLD_SIZE_Z 512

#include <cubeX.h>



Originally Posted By: Redeemer
My only two problems with this:
- It is pretty much completely unoptimized.

What do you mean with this?


Visit my site: www.masterq32.de
Re: CubeX Framework [Re: MasterQ32] #370339
05/12/11 15:06
05/12/11 15:06
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
I added your project as "Gamestudio Genre Kit" to the wiki. http://www.opserver.de/wiki/index.php/Free_Tools

Re: CubeX Framework [Re: Rondidon] #370351
05/12/11 15:56
05/12/11 15:56
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Perhaps someone should make a level demo to see how big can be the world or the view distance with some dynamic things going on ?

Re: CubeX Framework [Re: MasterQ32] #370354
05/12/11 16:08
05/12/11 16:08
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Originally Posted By: Richi007
Originally Posted By: Redeemer

- The levels are wwaaaaaayyyy too small.


Then increase the size...
You only have to change WORLD_SIZE_X and those defines
You have to do it before including the cubeX.h first time.

Code:
#define WORLD_SIZE_X 1024
#define WORLD_SIZE_Y 1024
#define WORLD_SIZE_Z 512

#include <cubeX.h>


My mistake. I'm glad you put those in there, then. wink

Originally Posted By: Richi007
Originally Posted By: Redeemer
My only two problems with this:
- It is pretty much completely unoptimized.

What do you mean with this?

That was a hasty overstatement. I went back through the archives in this thread and noticed that you have indeed optimized several of the more critical parts (ie the lighting) in this project, but there are some things that still need an overhaul. First of all, there is no occlusion. No matter where the camera is, all of the sprites in the level will be rendered at once, which will of course detract from the speed of the game. (Minecraft had the same problem for a long time)

Secondly, you use Gamestudio's sprites to form your boxes. That's much better than the approach many other people have used on this forum (like blocks) but you should really be using instancing, as other people have said. When Gamestudio renders sprites, as you know, it renders a double sided polygon and applies tons of shading and such to it. This is much slower than simply drawing a polygon yourself and applying a quick dark/light shade over it, and in games like this it is in particular a performance choke point that you'll need to iron out.

Re: CubeX Framework [Re: Redeemer] #370355
05/12/11 16:16
05/12/11 16:16
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
This is pretty cool. I like it! And it runs smooth at 60 fps.
What are you planning to do with this?


~"I never let school interfere with my education"~
-Mark Twain
Re: CubeX Framework [Re: Germanunkol] #370362
05/12/11 16:56
05/12/11 16:56
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline OP
Expert
MasterQ32  Offline OP
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Originally Posted By: Germanunkol
What are you planning to do with this?

I want to get more performance out of this. I know that it's possible and so i try to get the maximum out of the engine.

I hope that my rendering times will be faster than any normal level with models and wmbs...

@Redeemer:
The sprites are already set to DECAL, so they are only one-sided. I'm also thinking about disabling the standard lighting functions if you don't want to use them.

I'm doin some research into selfrendering and so on...


Visit my site: www.masterq32.de
Re: CubeX Framework [Re: Dark_samurai] #370388
05/12/11 20:57
05/12/11 20:57
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
Member
zeusk  Offline
Member

Joined: Jun 2009
Posts: 258
behind this enternet window
thank god.. i was gonna reinvent the wheel on this one

Re: CubeX Framework [Re: Redeemer] #370466
05/13/11 13:14
05/13/11 13:14
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: Redeemer

First of all, there is no occlusion. No matter where the camera is, all of the sprites in the level will be rendered at once
ahm i think gamestudio automatically culls ents outside of the view arc ?

Originally Posted By: Redeemer

Secondly, you use Gamestudio's sprites to form your boxes. That's much better than the approach many other people have used on this forum (like blocks) but you should really be using instancing
Using Instancing isnt His decision, its a pro feature, so if someone has pro and uses this project, then.. instant instancing laugh

Originally Posted By: Redeemer
as you know, it renders a double sided polygon and applies tons of shading and such to it
Default sprite mats can be disabled


@everyone: as he said its more of a stylized dev kit than a game so he wont be creating anything game related, up to one of us if they wanna do some shooter, adventure or whatever type game with it

Re: CubeX Framework [Re: darkinferno] #370498
05/13/11 15:37
05/13/11 15:37
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
It oculd be on the AUM 100.
Even better if someone would make some simple FPS or RPG game with it !

Re: CubeX Framework [Re: ratchet] #370558
05/13/11 23:32
05/13/11 23:32
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Quote:
ahm i think gamestudio automatically culls ents outside of the view arc ?

What I mean by occlusion is hidden surface removal. Currently, if you stand at one corner of the level and look across the level to the other corner, the game will render every room, cave, and hill in the level, which can cause major slowdowns on older PCs. As I said, Minecraft used to have this problem as well, and it was only in the last major update (1.5 I believe) that Notch implemented an HSR algorithm into the rendering module. The result of that change was a 50% speed boost on my own PC, so that's why I'm suggesting that Richi007 do the same thing. wink

Quote:
Using Instancing isnt His decision, its a pro feature, so if someone has pro and uses this project, then.. instant instancing

That doesn't make my point invalid, but alright.

Quote:
Default sprite mats can be disabled

The materials may be disabled, but Gamestudio is still running through a bunch of leftover internal conditional statements for things that really don't need to be done. For a relatively simple project like this, this extra rendering code simply doesn't need to be there. That's why you should access the DirectX API directly and do the rendering step yourself. wink

Last edited by Redeemer; 05/13/11 23:34.
Page 3 of 6 1 2 3 4 5 6

Moderated by  jcl, Realspawn, Spirit 

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