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Re: What are you working on? [Re: 3run] #451428
05/05/15 22:14
05/05/15 22:14
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Nope. They are not for me. They are given away before starting to draw. Never thought it could go so fine xP

Re: What are you working on? [Re: txesmi] #451514
05/08/15 16:00
05/08/15 16:00
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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W

Joined: Mar 2012
Posts: 927
cyberspace
http://wikisend.com/download/396926/DN432

my first voxel world in c# , still needs a lot of work to go for endless'ness.

space - remove
shift - add

(note its a .net4 exe )




Last edited by Wjbender; 05/08/15 17:52.

Compulsive compiler
Re: What are you working on? [Re: Wjbender] #451515
05/08/15 16:17
05/08/15 16:17
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
screenshots would be cool laugh

Edit: After playing, I see that there isn't much for screenshots tongue Thought you should still post some laugh

My fps stayed at 60 the whole time I played. I didn't do anything complex but everything works fine on my end and its incredibly smooth.

Good stuff! Can't wait to see the next result!

Last edited by DLively; 05/08/15 16:27.

A8 Pro 8.45.4
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Re: What are you working on? [Re: DLively] #451517
05/08/15 16:43
05/08/15 16:43
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline
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Wjbender  Offline
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Posts: 927
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I will add them a little later ,I am using large base textures plus detail textures for it in my tests so its stil ugly , i just finished adding texture support today ,I didn't want to redistribute my textures so I just added some of my other test textures. . I still have to atlas map ..

thanks .

@txesmi , I like it , looks great , what are you using to do it ?

Last edited by Wjbender; 05/08/15 18:37.

Compulsive compiler
Re: What are you working on? [Re: Wjbender] #451521
05/08/15 20:12
05/08/15 20:12
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
@Wjbender
3dsmax, gimp and a lot of pacience grin

Re: What are you working on? [Re: txesmi] #451522
05/08/15 20:55
05/08/15 20:55
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
20% tool power and 80% talent , making good texturing etc plus good modelling is not easy.


Compulsive compiler
Re: What are you working on? [Re: Wjbender] #451523
05/08/15 23:06
05/08/15 23:06
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
We (Team AckCon 2015) just founded the GitHub Group "Acknex" which can be used for Gamestudio related projects.
https://github.com/Acknex


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #451528
05/09/15 10:29
05/09/15 10:29
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
@Wjbender: nice one

I have to say, however, when I was messing around with voxel rendering using A8, I ran into memory problems really quickly.

But don't let this discourage you.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #451529
05/09/15 11:02
05/09/15 11:02
Joined: Mar 2012
Posts: 927
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Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
@ kartoffel thanks , yes this test also is far from being memory efficient and/or low on memory .

if you fire up windows task managet -resource monitor- memory , you will see it eat up a lot of ram .

the reason for this , at this moment even though I destroy entities outside of range , is that the arrays are pre filled for the test , I have to switch to dictionaries and other methods to only create what I need for visible range instead of filling invisible range data ..

to do this I would need to serialize to disk so I do not store un needed data anymore , and that goes more towards endless generation of visible data..

I have a few experimental updating conditions I am testing now , for instance only updating when frame rate is above a few frames below frame cap , this however needs more thought because a user can easily travel beyond update range in that time , so I need to manage it such that this update condition is overidable at the correct time.

then I am also leaning towards pausing and resuming the update thread , but I haven't even gone beyond this in theory only as of yet .

tust was great help to me in studying voxels plus a certain unity tutorial aided me in forming the basis of understanding voxel worlds , so thanks to those people , however I suck in lite-c , I am better at bringing my concepts to actuality in c++ and now c#( which I am new at ).


Compulsive compiler
Re: What are you working on? [Re: Wjbender] #451530
05/09/15 11:25
05/09/15 11:25
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
A raw textured ship while waiting for an answer of a normals backing process problem I get:


click to enlarge


I also realized a triangled engine would fit much better. Time to change it.

@Wjbender
It has take a long time to get a reliable modelling and backing method. Thanks.

Last edited by txesmi; 05/09/15 12:36.
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