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CubeX Framework
#369996
05/10/11 12:26
05/10/11 12:26
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CubeX Framework
Hey Guys! I want to show you my new project: CubeX FrameworkThis 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.zipAlso you can watch a video with german comments: http://www.youtube.com/watch?v=A23Y_wTU4RkPlease 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.
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Re: CubeX Framework
[Re: Redeemer]
#370328
05/12/11 14:06
05/12/11 14:06
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
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Posts: 2,568
Germany, BW, Stuttgart
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- 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.
#define WORLD_SIZE_X 1024
#define WORLD_SIZE_Y 1024
#define WORLD_SIZE_Z 512
#include <cubeX.h>
My only two problems with this: - It is pretty much completely unoptimized.
What do you mean with this?
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Re: CubeX Framework
[Re: MasterQ32]
#370354
05/12/11 16:08
05/12/11 16:08
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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- 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.
#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. 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.
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Re: CubeX Framework
[Re: Redeemer]
#370355
05/12/11 16:16
05/12/11 16:16
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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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
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Re: CubeX Framework
[Re: Germanunkol]
#370362
05/12/11 16:56
05/12/11 16:56
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
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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...
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Re: CubeX Framework
[Re: Redeemer]
#370466
05/13/11 13:14
05/13/11 13:14
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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Joined: May 2009
Posts: 1,816
at my pc (duh)
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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 ? 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 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
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Re: CubeX Framework
[Re: ratchet]
#370558
05/13/11 23:32
05/13/11 23:32
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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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. 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. 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.
Last edited by Redeemer; 05/13/11 23:34.
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