Hey! Waiting for the playable demo, it looks awesome! Reminds me of your older horror project with puzzles!
Thank you! Yes, this project has a connection with the old project you mentioned.
This looks actually really nice, can you mention your tools/workflow not in details but I'm interested to know the way you could get such a beautiful quality in Acknex, thanks
Hi Navid. Glad you like it! When it comes to achieving this quality at Acknex, the key words are community and experience. GameStudio had a great community. Users (all of us) were generous and in solidarity. That's why there are amazing shares of users in AUM. These shares contribute greatly to my project. For example, I use AUM 71's Spotlight and Aum66's Slin's shaders in my game. But bringing them together into a single shader and shaping it according to need is also related to experience. I can't say much about this. I have been using Acknex for about 15 years. My hard disk is full of dozens, hundreds of projects I have done before. I actually built this project with their parts.
But let me point this out; The real success here is not reaching this quality, but rather combining this quality with an acceptable (lets say 50-60 fps) performance. Sometimes one line in the shader can cost 5 fps. This issue is important. Because acknex is an old engine that uses a single core, when high quality shaders are used (and not optimized), a bottleneck occurs between the graphics card and the processor. Thus, even today's powerful cards sometimes cannot go above 40 fps.
The second problem is that since acknex is a 32-bit application, it cannot use more than 1.6 GB of RAM. In fact, it starts to give errors around 1.3. Therefore, it is almost impossible to use high-resolution textures for every model. As a solution to this, I used a tool called "4GB patch". Thanks to this, acknex can use around 3GB of RAM on 64-bit systems. Of course, I use the textures by compressing them in DXT1 format with the Directx Tool. (except normal maps)
That's all I can say for now. I hope this helps.