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Re: Share Ideas!
[Re: 3run]
#419341
03/09/13 09:11
03/09/13 09:11
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@Toast well said, I hope jcl doesn't ignore this whole thread...
POTATO-MAN saves the day! - Random
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Re: Share Ideas!
[Re: Ch40zzC0d3r]
#419350
03/09/13 11:42
03/09/13 11:42
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Joined: Sep 2007
Posts: 1,093 Germany
Toast
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Joined: Sep 2007
Posts: 1,093
Germany
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Well, I think GS isnt that bad, but its simply a bit old and outdated at all. The first thing would be DirectX10 or 11 support since I know its much faster, also Kartoffel said this. Well I don't see why DX11 would help much. Adding DX11 support doesn't flip a switch and you get great performance. Actually it doesn't boost the performance by a lot as far as I know. From the switch itself I wouldn't expect more than a single-digit percent improvement. Maybe if someone skilled in writing shaders would jump into the fray there might be some further improvements but even then I don't think that this is the engine's bottleneck. Way more important than the simple featureset are how LOD, culling and in general the scene management is handled - that's where the real bottlenecks and performance improvements are. That's also why the DX11 switch in Unity did nothing groundbreaking in terms of performance... So while DX11 support definitely should be on the list for future improvements I don't think this is what holds 3DGS down. I as described think the first engine related problem to address is the general workflow and toolset...
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Re: Share Ideas!
[Re: Ch40zzC0d3r]
#419351
03/09/13 11:54
03/09/13 11:54
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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Joined: Mar 2012
Posts: 927
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Yeah gs is cool ..it just needs work to bring it up to date
with time determination and work , it could become what it needs to be but with that said i would not know how good it was coded , would it be an extremely difficult task to upgrade or was it coded well enough for extending/upgrading ?
Everyone of us knows it is hard work and takes time Like has been said "steps" and the only way to move forward is step by step ..every single feature and improvement pushes it forward and hopefully into an exciting direction..
There are so many engines each with theire good and bad points i dont think we should be comparing engines against eachother because it boils down to what you need and they are theire to choose from if you need unity then use unity if you think its easier to go with gamestudio or which ever engine then use that engine the great thing about engines not being the same is the options you have to find what you like and want and need..
Yes i agree gamestudio has fallen behind with features and tools and it really needs to step up..
Compulsive compiler
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Re: Share Ideas!
[Re: sivan]
#419364
03/09/13 14:09
03/09/13 14:09
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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I would also like to see DX11 support (please no 10!!) In my opinion a gamestudio IDE would be freakin' awesome. Not like Visual Studio but more for gamestudio. Like combining a coding environment with a level editor, model editor and interactive shader editor (change code -> see results)
I don't want a change of the programming language, i really like lite-c. But also a better support for other languages would be great. Or a good scripting support like Javascript, Lua, ...
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Re: Share Ideas!
[Re: sivan]
#419365
03/09/13 14:11
03/09/13 14:11
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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maybe dx9-dx10/11 performance difference is engine dependent too, in another engine I realized significant fps boost (jumped from 22-24 to 38-41 in average) when the same c++ code was compiled in dx10/11 mode (of course using the same level and settings). I have not tried out unity4 yet. I'm not sure if it's engine-dependent but I've already said what I know: my brother's application (programmed in C#) runs 5x faster (900fps) with DX11 and needs just 1/3rd of the ram usage (mostly geometry-data) comared to dx9.
POTATO-MAN saves the day! - Random
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Re: Share Ideas!
[Re: Toast]
#419642
03/12/13 21:26
03/12/13 21:26
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Joined: May 2005
Posts: 2,713
Lübeck
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What I would love to see is: -DirectX 11 support (as I already mentioned some time ago) *support for geometry and tesselation shaders -The possibility to render into a depth texture which can be used for shadow sampling for much cheaper PCF and thus a lot faster shadows. -A new WYSIWYG WED. -Culling of objects hidden behind terrain. -more basic, easy to use templates, something like the A5 ones, but cleaner -better shader library -some pretty default assets
What is great about gamestudio is that you can actually learn a lot about game development and programming with it as I and probably many others here did, because unless engines like Unity it feels much closer to what is actually happening and still the API is much easier than those of most other engines. Sure in other engines, you can just use stuff and it works, but most users will never understand what is actually happening there. Also programming for gamestudio is fun, much more fun than with any other engine I used so far (Unity, Shiva, Irrlicht), not to mention the really streight forward and great to use post processing system.
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