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Re: What are you working on? [Re: MasterQ32] #417246
02/10/13 20:16
02/10/13 20:16
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
@HeelX: It's Legend of Dungeon.
http://www.moddb.com/games/legend-of-dungeon/

@MasterQ32: Have a look at it in motion. That looks much better.
http://www.youtube.com/watch?v=fmyfQpRDm2g


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Uhrwerk] #417247
02/10/13 20:30
02/10/13 20:30
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
okay, that looks way better grin


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #417260
02/11/13 00:08
02/11/13 00:08
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
This is where we can shine, little games with special graphic style and gameplay laugh

Here is a video fo a super addictive game i played today, it's a rogueLike, simple 3D tiles levels, but it 's well done and the mix of strategy and Dices for gameplay is just excellent (specially powers to re roll, or influence the dices)

Rimelands Video

I think i could make such simple game for PC with simple 3D tiles , but advanced lightening like normal maps and other eye candy stuff.

Just seen they have done a PC and MAc version after mobile laugh
Yes that happens for some great original mobile games.

Last edited by ratchet; 02/11/13 00:21.
Re: What are you working on? [Re: ratchet] #417268
02/11/13 08:55
02/11/13 08:55
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
...just making some performance optimized example levels (using 5000 pcs of larger grass models, 500 pcs of bushes made of sprites, and 700 pcs of trees). fps starts to be okay for denser vegetation too, but there are some things to do...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #417270
02/11/13 09:12
02/11/13 09:12
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
looks very nice sivan!
But are you using single models for every grass bush?

I'm just asking because I see that there are > 8000 entities and that are a lot of draw calls causing a lot of render overhead which has a great impact on performance.

If you combine multiple grass models to one you can improve performance a lot.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: sivan] #417275
02/11/13 09:18
02/11/13 09:18
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
The grass polygons delimitation is too obvious on terrain.
You should have grass less "packed" texture , more alpha and more holes in the textures, this look more like bushes not grass or it's very dense grass.

Under grass you should paint on terrain the same very green grass color and not put brighter green grass texture , caus it looks like the grass is just posed on top of terrain.

Re: What are you working on? [Re: ratchet] #417280
02/11/13 09:54
02/11/13 09:54
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
now one large grass area model is of 144 tris. 6 times larger than I used earlier based on a model from Loopix. it can be bigger on flat terrains, and lod could be used too. I will make some more trials and include it in my editor, so everybody can play with it.
what I found not to be an effective thing is to use sprite based bushes (500 bushes means 1500 _x.dds sprite entities), I will combine them into single models with 2-3 lod models.
in the sceen above I used 4 split pssm shadows, processing only the 2 closer splits. in a RPG/FPS game it results in a fine fps boost, while camera.clip_far can be 10.000 quants to have a far enough visibility range. moreover using UNLIT and OVERLAY and no SHADOW for grass and bushes is also a speed increase. only the emissive values of the unlit material should be adjusted to level lights...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #417353
02/11/13 20:55
02/11/13 20:55
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
Trees repaint for 3D tiles.
Instad of retro pixel it's now painted look.

(A8 tactic RPG)




Last edited by ratchet; 02/11/13 20:57.
Re: What are you working on? [Re: ratchet] #417374
02/12/13 00:09
02/12/13 00:09
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
I am remastering Crytek's Sponza scene right now in Cinema4D (not yet finished) for Gamestudio. I touch all objects and architecture parts, breaking normals, fixing polygon errors, making some new textures, adding missing normal/spec maps and so on.

This is currently a render shot, but I hope that I can switch to a realtime demo soon. Kartoffel is helping me with some shaders in the meantime.


Re: What are you working on? [Re: HeelX] #417389
02/12/13 04:27
02/12/13 04:27
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
@HeelX: Awesome! Is this going to be a free contribution?

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