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Re: my sandbox game develop have some questions
[Re: 20BN]
#461160
07/27/16 14:13
07/27/16 14:13
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Hi,
max_entities = 10000; //fill in any value here
Please note though that you cant give all of them an active while() loop (only ~1000 or such). So use a global while() loop to e.g. update/change them, and the event system for e.g. push or impact events (just like normal entities).
I have tried something similar on time and its possible but not as high numbers as minecraft I think (unless you use some really complicated tricks to solve it).
Last edited by Reconnoiter; 07/27/16 14:17.
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Re: my sandbox game develop have some questions
[Re: Reconnoiter]
#461161
07/27/16 14:40
07/27/16 14:40
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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hi i have done similar terrain as minecraft-like and marching cubes voxel based and normal height based based projects, in unity and gamestudio , i can only stress that your approach is on the wrong track , in the case where you wish to represent a lot of models /entities as fast as possible ,each entity must be rendered and that is way to much , you must fake it by joining the meshes or creating/building up a single mesh to represent all the cubes visible faces such that it takes only one mesh to be rendered instead of thousands .. http://forum.unity3d.com/threads/wip-john-doe-yet-to-be-named-project.393060/you need to research why and how.
Compulsive compiler
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Re: my sandbox game develop have some questions
[Re: Reconnoiter]
#461186
07/28/16 11:32
07/28/16 11:32
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Malice
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Malice
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^-- He's been working on port platform to android for sometime. In fact HE posted about a early version that could convert any pure 2d 3gds game to android long ago. I'd say this is a next step and full evolution to 3d .. But just guessing.
Last edited by Malice; 07/28/16 11:32.
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Re: my sandbox game develop have some questions
[Re: ]
#461188
07/28/16 11:42
07/28/16 11:42
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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^-- He's been working on port platform to android for sometime. In fact HE posted about a early version that could convert any pure 2d 3gds game to android long ago. I'd say this is a next step and full evolution to 3d .. But just guessing. , oh that is pretty cool
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Re: my sandbox game develop have some questions
[Re: ]
#461191
07/28/16 12:00
07/28/16 12:00
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Joined: Feb 2012
Posts: 371
Dico
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Senior Member
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Posts: 371
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, going a bit offtopic here, but what is that Alphabox you are developing? Looks interesting. ^-- He's been working on port platform to android for sometime. In fact HE posted about a early version that could convert any pure 2d 3gds game to android long ago. I'd say this is a next step and full evolution to 3d .. But just guessing. Yes But now it support 3d games I will add the new version this week so it can fix some bugs found in last version
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Re: my sandbox game develop have some questions
[Re: 20BN]
#463503
12/08/16 16:08
12/08/16 16:08
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Hi 20BN, 3) terrain and shade-c EVO (/the newest version) is complicated, easiest way is to just use normal models as terrain (otherwise your mostly likely going to have to sacrifice some other features) 4) yes it does support them, but you mostly likely use the wrong .fx file. Open the .fx file you use and uncomment #define ALPHA. Than use .png or 32 bit .tga with alpha channel for transparent texture. Also check this thread incase you already haven't -> http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=460457#Post460457
Last edited by Reconnoiter; 12/08/16 16:11.
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Re: my sandbox game develop have some questions
[Re: Reconnoiter]
#463511
12/09/16 15:16
12/09/16 15:16
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Posts: 1,823
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I have been messing with transparency to in Shade-C and it seems you have 2 options and maybe this will be of help to you: 1) One is when you either fully hide or show a part of the texture (bit like the OVERLAY flag in gs3d). 2) and the other is normal transparency. For both you have to set the TRANSLUCENT flag for the entity, than in the shade-c .fx file you use in your material only uncomment '#define ALPHA' to get result 1 (OVERLAY like) or uncomment both '#define ALPHA' and '#define TRANSPARENT' for result 2. And your entity's texture needs to have transparent layer or an alpha channel (so use a .png or 32 bit .tga texture) otherwise it will be invisible. What is pretty cool that stuff like shadows and emissive masks still seem to work correctly for transparent parts too, only gloss maps doesn't seem to work I think. Here is an example of a .fx file for transparent material:
//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------
//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alphamap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define SKIN_EMISSIVEMASK (skin3.y) //emissive mask
#define SKIN_COLOR (skin3.w) //(team)color mask
#define NORMALMAPPING //do normalmapping?
#define GLOSSMAP //entity has glossmap?
//#define GLOSSSTRENGTH 0.2 //glossmap channel will be set to this value if GLOSSMAP is not defined
#define ALPHA //entity has alphamap?
#define TRANSPARENT //entity alpha should be interpreted as transparent/translucent?
#define EMISSIVEMASK //use emissive mask? (formula: emissive_color = SKIN_EMISSIVEMASK * SKIN_ALBEDO)
//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------
#include <scHeaderObject>
//custom code goes here
#include <scObject>
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