2 registered members (dr_panther, 7th_zorro),
1,203
guests, and 2
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: What are you working on?
[Re: mk_1]
#409345
10/15/12 19:25
10/15/12 19:25
|
Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
Expert
|
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
|
My Test PC: Intel 2,5 GHz Quadcore 6GB DD2 Ram NVidia GeForce 560GTx 1024MB It runs faster - each engine with an FPS increase of 200, when not using Normalmapping (except A8, cause we don't use it there right now) The main Problem of combining entities here is the mapping system. From a 256x256 Block Map, we only show 40x30 Entities max, scroll them with the screen and morph them to another one if needed. There will be 32 different tiles for each room, rockway and hero-room. I calculate with a total of 640 different tiles i think it's not really possible to morph all them into often used block combinations we will use a replacer system - like my library example. Build a 5x5 lib, and 25 Blocks will be replaced by 1 Lib model that covers that space, build it up to 8x5, and all blocks+the lib model will be replaced with the bigger one.
Last edited by Espér; 10/15/12 19:48.
|
|
|
Re: What are you working on?
[Re: Rei_Ayanami]
#409386
10/16/12 11:38
10/16/12 11:38
|
Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
|
Senior Expert
Joined: Jul 2001
Posts: 6,904
|
All those DK clones [...] make me want to make one, too I think the game mechanic is very appealing to most programmers because the underyling mechanics are pretty easy, because the game world is very constrained and tile-based. Making it pretty is also not so difficult, given a good and talented artist. Making it fast is a completely different story and requires lots of indian rope tricks. You can't blame Gamestudio or any other engine for not being fast enough for this, because they weren't written for it. Plus, the graphical detail used in the original game (in 1997) was very poor: My guess is that they dynamically created, changed and skinned the 1) upper, the 2) lower and one or many 3) wall meshes. All other static 3d objects might be baked into one mesh, too and all other entities are animated sprites (sic!). [EDIT] It also seems that they precalculated the lighting and put it into the vertex data.
Last edited by HeelX; 10/16/12 11:40.
|
|
|
Re: What are you working on?
[Re: HeelX]
#409389
10/16/12 11:47
10/16/12 11:47
|
Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
Expert
|
Expert
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
|
I would not blame Gamestudio either. Oh my, I wish I could do graphics
Last edited by Rei_Ayanami; 10/16/12 14:28. Reason: I totally misread the quotation...^^
|
|
|
Re: What are you working on?
[Re: HeelX]
#409397
10/16/12 13:40
10/16/12 13:40
|
Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
|
Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
|
Making it fast is a completely different story and requires lots of indian rope tricks. Not true from what I can tell. I was fixed by this idea some months ago and did some prototypes. I did the straight approach and rendered a map of 256 x 256 tiles without any problems. For some of the tiles I even used 2 entities, namely for the lava and water tiles. The engine was running fine even when showing all 65.000 entities. With fogging enabed and a smaller clip range it ran perfectly fine, i.e. always > 100 fps.
Always learn from history, to be sure you make the same mistakes again...
|
|
|
Re: What are you working on?
[Re: Uhrwerk]
#409399
10/16/12 14:47
10/16/12 14:47
|
Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
Expert
|
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
|
i'm not creating a DK1 clone i'm working on a remake of the DK2 System, wich is Block/Tile based, uses single models for each Block and single textures instead of a texture map Problem is the high number of models to be created. My goal is the DK2 Gameplay + a Overworld Gameplay (wich was planned for DK3) + Graphics near the one in Dungeons (a game by Calypso). EvilSOB is a great help here, and i'm proud of his help and the Progress of Development we made (he in the mapping system, me in the AI, builder, Modeling and Environment System). But it's really hard to create it. I think we will think of a combining system and a precalculation method for the mapgrids and lighting.
Last edited by Espér; 10/16/12 14:51.
|
|
|
|