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Re: What are you working on? [Re: sivan] #414695
01/06/13 18:08
01/06/13 18:08
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
You might want to implement flocking behaviour around the leader to strip most pathfinding away from the sheeples.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #414723
01/07/13 08:01
01/07/13 08:01
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
it is implemented. but I found a bug in my script. the getpath calls are limited by proc_status , but it does not work as expected. now I use a global counter that shows the exact result. if limited to 25/frame, tha 25-30ms drops to 15ms. but it requires a priority value based queue to handle well whuch unit can start a getpath and which cannot.

Last edited by sivan; 01/07/13 08:04.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: Superku] #414830
01/08/13 18:10
01/08/13 18:10
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Joozey, the two planets on the left could do with more distortion of the texture. Have you checked out the gimp Planet tutorial?
http://mygimptutorial.com/the-ultimate-gimp-planet-tutorial
I found it to be pretty awesome, the results are great and it's quick and easy.

I used it to make all planets in the background of our site: (They change once every month.)
http://csis-game.net/

Last edited by Germanunkol; 01/08/13 18:13.

~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #414840
01/08/13 22:11
01/08/13 22:11
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
WIP


#EDIT:


#EDIT 2:

Last edited by rvL_eXile; 01/09/13 04:57.

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] #414850
01/09/13 08:50
01/09/13 08:50
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Looks awesome. only the air conditioner looks a little smaller in proportions compared to windows and such.


3333333333
Re: What are you working on? [Re: Quad] #414853
01/09/13 09:26
01/09/13 09:26
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
further testing:
without pssm, 600 moving units results in 30-35 fps, depending on camera position (it would be 13-15 fps with pssm):

so I modified the pssm shadow function not to process far shadows, and together with reset/set SHADOW flag of units based on their camera distance resulted in a minor improvement (3-6 fps):

as I realized, the displayed milliseconds do not show exact values when pssm shadows are used. if I calculate the fps from them, it should be much higher. but there are significant differences in polygons per sec, and in the quantitiy of visible entities and triangles. I don't really understand why time_client+time_server values are increased when pssm applied... I should learn a bit of optimization. but meanwhile I started to deal with code clearing/optimization of the unit and group update loops.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #414894
01/09/13 22:03
01/09/13 22:03
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
Feedback? laugh



regards Sebastian


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] #414897
01/09/13 22:49
01/09/13 22:49
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
The palisades' color should match the color of the window shelves of the ground floor. Since you decided to have that one wall demolished, you should put some of that demolition on the ground.

Re: What are you working on? [Re: rvL_eXile] #414898
01/09/13 23:21
01/09/13 23:21
Joined: Feb 2008
Posts: 85
Germany
Schloder87 Offline
Junior Member
Schloder87  Offline
Junior Member

Joined: Feb 2008
Posts: 85
Germany
@rvL_eXile

Can you give us some background information? Maybe show us uv-cooridinates, how much different textures you use? Normal Maps, too? What Polycount?

I really like ;-)


Visit IGRAVISION at: http://www.igravision.com
_________________________
Re: What are you working on? [Re: Schloder87] #414899
01/10/13 00:26
01/10/13 00:26
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
5* 512² Textures / 3* 1024² textures (have to merge it to two texture files) / no Normalmaps yet, will be made at least
9068 Tris

Wireframe / AO bake Screen:

Last edited by rvL_eXile; 01/10/13 00:55.

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


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