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Re: What are you working on? [Re: Rondidon] #392375
01/21/12 23:32
01/21/12 23:32
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
@RealSpawn :
They are not from me , but by people having made these iphone games.

@Rondidon: I think your are right !
They was just to demonstrate something ! next time i'll juts post links if i have examples to show instead of pictures laugh

Re: What are you working on? [Re: ratchet] #392377
01/22/12 00:10
01/22/12 00:10
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
lol, pair ratchets and my free one and you already have 2 badies from an odd lizard race for a game. laugh

btw FREE model laugh !



1400tris
1 2^256 diffuse map


http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=392348#Post392348

for details ^^

Re: What are you working on? [Re: Rondidon] #392378
01/22/12 00:18
01/22/12 00:18
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands



Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #392380
01/22/12 01:01
01/22/12 01:01
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Minecraft2WMB-Converter:
I know i'm doing very much stuff with minecraft, but i simply like the games style and also the really great dynamic map generation. So i thought i could some stuff with GS on Minecraft generated maps:

Only Problem: Total compile time of this map was about 3 hours


Visit my site: www.masterq32.de
Re: What are you working on? [Re: lostclimate] #392389
01/22/12 04:09
01/22/12 04:09
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
@lostclimate, whats about a higher Resoulution Map?
Yeah its great for an free sample but with 1024² map it would be much better wink


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: rvL_eXile] #392394
01/22/12 08:40
01/22/12 08:40
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
MasterQ32, what FPS do you get when displaying this piece of the minecraft world in GS?


~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #392418
01/22/12 09:30
01/22/12 09:30
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
@Losticmate :
Yours look lot more like a lizard. Do you use a shader ? it seems very dark on skin ? perhaps you need a light ?
But great monster laugh

@Joozey :
That's clean, and clear, i like a lot the 2D style and colors.

@MasterQ32 :
You could make your own game style based on cubes :
Retro style.


Last edited by ratchet; 01/22/12 09:42.
Re: What are you working on? [Re: ratchet] #392419
01/22/12 09:52
01/22/12 09:52
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
@Germanuncle:
I get about 20 FPS on 1920x1050 with 118k Tris. The map is currently not compiled as mesh and not optimized from my side.

@ratchet:
I don't want to make games anymore wink
I will make templates, snippets, plugins, tools and such stuff.
If this project gets good enough for me, i'll publish it.


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #392420
01/22/12 09:59
01/22/12 09:59
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Quote:
Only Problem: Total compile time of this map was about 3 hours


Did you remove invisible cubes?
You could write a simple function to remove any cube,
that cant be visible from the outside.
Just itterate over all cubes, and mark those invisible, wich have
a solid cube on all 6 sides.
This cuts down the number ob cubes by 80% on average.
(you probably want to do this before exporting the data to wmb)

Also check that the cubes are exactly on non floatingpoint positions, this should help the
buildprocess a lot.

Re: What are you working on? [Re: Damocles_] #392421
01/22/12 10:06
01/22/12 10:06
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
I've done this already. But I've postet the screen before i've done this.
Next step is to set all faces to invisible which are next to another block.
Hope i can get some speed boost.
Another thing i thought about was adding only visible faces to the map, so the compiler only needs to optimize the mesh i have and calculate lights for those.
I think that would be the fastest solution.


Visit my site: www.masterq32.de
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