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Re: What are you working on? [Re: sivan] #421500
04/18/13 12:28
04/18/13 12:28
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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Budapest
new day, new task:

as I mentioned at another thread, code optimization lead to a huge performance improvement of my pathfinder. I simply tried out what you suggested, and it really works laugh
using one update loop for all the units resulted in processing time drop from 35ms to 17ms, and more than 10fps increase in case of stencil shadows, by eliminating separated actions containing 600 wait(1); in total (beside some other fine tuning and extended functionalities)

with stencil shadows for units and buildings, and static lightmap for vegetation:


with pssm shadows for units and buildings, and static lightmap for vegetation (much lower fps):


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #421518
04/18/13 18:45
04/18/13 18:45
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain

Re: What are you working on? [Re: txesmi] #421521
04/18/13 19:29
04/18/13 19:29
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
@sivan: Nice, however I think the function processing time is still unnecessarily high, what are you calculating in that scene at the moment of taking the screenshots?

@txesmi: I love it, and it will look even better when the rest of the ground gets a subtle detail texture, too. I'm still not a fan of the knight's material though, have you tried something in the direction of the Super Mario Galaxy look (/ shading) so it fits better to the grass (and does not look as antiquated)?


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Re: What are you working on? [Re: Superku] #421523
04/18/13 20:46
04/18/13 20:46
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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Budapest
@Superku: yes significant time, I'm sure there are further possibilities, and I need time for new features too. after a short question, a long answer is coming laugh , currently it does:

4 clearance map updates (spread over several frames), one for each capability. it is used by 1x1 tile sized units (infantry), larger units create an own small map (shortly: a light unit can access different tiles than heavy units or ships. these 4 maps show for each tile the max size of a unit can access them of the given capability). it could be eliminated sometimes, but in case of high number of 1x1 units it is currently faster.

20 long group A* pathfinding among areas taking into account area properties (map is about 500x500 tiles, an area is normally 8x8 tiles). its update frequency is high, thus very dynamic, but should be decreased a bit, but it has very small effect on performance. it can now handle a few building floors too, and senses bottlenecks which results in different group and unit behaviour. it will be different for AI and player. a basic path smoothing is also applied that is coming from the mutual effect of group and unit level targets.

the most power eating is the 600 unit movement target calculations and pathfindings, but only a few runs per frame (simple but fast depth first) using a common map or an own map, checking only a small area. group leaders has the longest search loop, the 1st line of units also has a bit longer search limit, the others are followers making very short searches, only a few tiles. units are keeping the formation taking into account actual group facing direction, and they "know" if they are far from where they should be. the formation calculations are not flexible nor fast at all at the moment, it should be rewritten totally.

units use c_move (I found physx slower but will test later again), which enables collision detection on path errors, which can be high in case of several crossing groups. they try to avoid each other in 2 ways, to avoid continuous colliding. far units can cheat. shadows are switched off for non-close units, aimation is also disabled for very far units.

what I found a bit too high, is the negative effect of shadows on performance. so probably I'll test shade-c 0.91 shadowmapping next as it produces double fps for my test level compared to default pssm. currently only the static lightmap for static, stencil shadows for dynamic objects configuration is fast enough for adding further functionalities, like combat behaviour.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: Superku] #421526
04/18/13 21:39
04/18/13 21:39
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
Originally Posted By: Superku
it will look even better when the rest of the ground gets a subtle detail texture, too.

there are plans that way laugh
Originally Posted By: Superku
have you tried something in the direction of the Super Mario Galaxy look?

Not yet but it is on the todo list. I will probably draw a new character.

Re: What are you working on? [Re: txesmi] #421534
04/19/13 06:20
04/19/13 06:20
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

X
rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
@txesmi
That graphic looks so tasty...i wanna eat it. I freakin like that look you created. Nice models, nice look.


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Re: What are you working on? [Re: rayp] #421583
04/20/13 17:58
04/20/13 17:58
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Posts: 2,252


Inspired by a block from Spelunky:


Sadly in it's current form the geometric AA breaks badly at greater distances in certain situations for outer edges.
Also the bright inner edges at the right site of the block are due to AA which is currently done for color independently from the shading.

EDIT: For the case it wasn't clear, the actual underlying geometry consists of six four-sided pyramids only. The rest is shader magic.

Last edited by Hummel; 04/21/13 19:25.
Re: What are you working on? [Re: Hummel] #421673
04/22/13 19:25
04/22/13 19:25
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Is this block generated during runtime programmatically, through a shader or is this handcrafted?

Re: What are you working on? [Re: HeelX] #421688
04/23/13 06:53
04/23/13 06:53
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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Mainz
Working on a complex vehicle editor:










Re: What are you working on? [Re: oliver2s] #421702
04/23/13 13:01
04/23/13 13:01
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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Mainz
Another screenshot that shows the vehicle with two trailers added:


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