Shadoh Posted May 14, 2014 Share Posted May 14, 2014 Is that with Release mode? My game is basically unplayable in debug mode. But is fine in Release mode. For comparison: I'm using a limited adjustable world size. Currently set to 512x512x256 for increased load time; It can be higher, but I get bored waiting everytime I debug haha. My system uses 3D chunks that are 16x16x16, with a view distance of 6x6 chunks on the horizontal plane, and 2 vertically. I limit how many chunks can be rendered per frame, and automatically adjusts it based on the current FPS. So higher FPS = faster chunk loading, it tries to keep it around 55 FPS. Pitty I can't create the models and call Update() on another thread, or can I? Quote Link to comment Share on other sites More sharing options...
Josh Posted May 14, 2014 Share Posted May 14, 2014 You could do as much as possible on another thread and then just call the Leadwerks commands when it is done. I would calculate your vertex and triangle data and store them in some float vectors in another thread, then when finished use that data to add vertices and triangles to the surface, in the main thread. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
f13rce Posted May 14, 2014 Share Posted May 14, 2014 Some basic gameplay explanation. You can see that the networking is working as well. Everything is server-sided so there can be no cheating. 4 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Rick Posted May 14, 2014 Share Posted May 14, 2014 Evayr, is that made with Leadwerks? If so you are doing physics checks on the server? Are you running Newton on the server to do that? Quote Link to comment Share on other sites More sharing options...
f13rce Posted May 14, 2014 Share Posted May 14, 2014 It's all made with Leadwerks, even the server. There are no physics in the game, so that makes it a lot easier. It's another reason why I made this thread about navigation without physics. It also just saves a lot of processing power which is nice for a server to have. For example, the player requests to move to a position it has clicked on. The server gets the position the player wants to move to and calls the NavPath->NavMesh->FindPath() function. After getting the path with its points to move to, the server will tell every client a certain unit will now walk to that point via the points of the path. Every client can only read and request. The server will always check if it's a valid request and will process it after. 1 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Rick Posted May 14, 2014 Share Posted May 14, 2014 So your server requires a gfx card then right because the engine won't init without one. Josh can we get a gfxless version of LE. Normal game servers done come with these kinds of gfx cards. How do you hide the input lag client side? Testing locally you probably won't see any but when it's on the web I would think you would. Quote Link to comment Share on other sites More sharing options...
f13rce Posted May 14, 2014 Share Posted May 14, 2014 Yes, the server will require a graphics card. It doesn't need a good one though because at the moment it only draws an image on the screen. I'm not really sure yet how to hide the input lag. I think I can make the actions already happening on the client's screen, but eventually will get synced with the server. Games like LoL also have this. Whenever I purchase an item in LoL I couldn't have purchased according to their server, the item will disappear from my inventory and the amount of money you have gets synced. Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
Rick Posted May 15, 2014 Share Posted May 15, 2014 I'm not really sure yet how to hide the input lag. I know sometimes games like this will play a small animation on the character. Like a solute animation where they say "aye sir" (Age of Empire I think did something like that). The 1 sec animation was enough to mask the lag and still give some kind of visual input right away. Also, like you said you can run the pathfinding locally and on the server and sync them up. We really need server version of Leadwerks though that doesn't require a graphics card that needs OpenGL 4 since most real servers don't have much for graphics cards. 1 Quote Link to comment Share on other sites More sharing options...
paramecij Posted May 15, 2014 Share Posted May 15, 2014 11 Quote Link to comment Share on other sites More sharing options...
ChrisV Posted May 15, 2014 Share Posted May 15, 2014 That looks superb, paramecij! Very nice atmosphere! Looking forward to more of this. Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Roland Posted May 15, 2014 Share Posted May 15, 2014 param.. Looks really awesome. Thumbs up Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
gamecreator Posted May 15, 2014 Share Posted May 15, 2014 Great scene. You don't by any chance have a higher resolution picture of that? Quote Link to comment Share on other sites More sharing options...
ChrisV Posted May 18, 2014 Share Posted May 18, 2014 Hello guys! I've been working hard (depending on how much spare time i find) on some new art. Media (free for the time being ) to be uploaded on the workshop. In this screenie, you can see a few examples of particle fx, a skybox, and some terrain and other textures. I have dozens more of such cool particle fx, and will be uploading prefabs (probably in packs) to the workshop. However, there's two problems i encountered. Firstly, it appears that particles don't show up on top of a skybox. Secondly, for some reason, the prefab creation feature in LE overwrites something (or such) and causes the particle effect to not animate as it should. What i mean is...the particle fx are created using spritesheets, and then animated frame by frame using the uv options in the particle emitter. When i create a prefab of such a particle emitter, save it and drag the prefab in the scene, everything renders (animates) properly in the editor, but in game mode, i don't see the animation, but the whole spritesheet (scaled down, of course). Which is what is preventing me at the moment to upload these particle fx prefabs. I told Josh about it, and he told me to mention this in the bugs section, so that's what i'll be doing next. Besides the particle fx, i'll be also creating skyboxes (various weather types/conditions) and upload on the workshop, aswell as textures/materials and 3D models (characters and props). Anyways, here's the screenie, hope you like what you see. Cheers! 8 Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Haydenmango Posted May 19, 2014 Share Posted May 19, 2014 Those particles look awesome! I really like the how the fire looks and the other ones (on far right and far left) look like they could be used for some spell-casting or trippy outer space effects. Good job and keep it up! 1 Quote Check out my game Rogue Snowboarding- https://haydenmango.itch.io/roguesnowboarding Link to comment Share on other sites More sharing options...
ChrisV Posted May 19, 2014 Share Posted May 19, 2014 Thanks, Haydenmango! Agreed, some of the effects i got can be very usefull for a wide range of game types...space games, arcade, action, horror, fantasy, adventure...basically any game that uses particle fx. I have plenty of such effects...fire, explosions (with and without debris), magic, torches/flames, dust, a variety of impact fx, etc...all animated. Good news, btw! Our shaderwizard Shadmar fixed the issue where the particles were not drawn on top of a skybox. Great work, shad!! As soon as the prefab creation 'bug' is solved, i'll be uploading looots of these cool fx! 2 Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Patrik Posted May 20, 2014 Share Posted May 20, 2014 In the progress of redoing my Gui for the OpenGL core profile. And with less external dependencies this time. Supports both skinned and non-skinned gui components. The grey components are drawn using primitives and the blueish components are skinned from the MoonifyUI PSD http://www.designkindle.com/2011/12/07/moonify-ui/ It is also possible to use any other template, one needs to create an xml file saying where the component starts (x, y) and specifiy the width etc. so it knows what goes where. 9 Quote Link to comment Share on other sites More sharing options...
Haydenmango Posted May 21, 2014 Share Posted May 21, 2014 That's a nice looking GUI you got going there Patrik. *thumbs up* (reached my like limit today) Little update on The Hunt For Food (game I'm working on). I added a Terrain and made my rabbits follow the terrain using the Align to Ground script by Beo6. thanks Beo6! More info in the short video and video desciption. update video- align to ground script link- http://leadwerks.wikidot.com/wiki:align-to-ground 3 Quote Check out my game Rogue Snowboarding- https://haydenmango.itch.io/roguesnowboarding Link to comment Share on other sites More sharing options...
Dan22 Posted May 23, 2014 Share Posted May 23, 2014 Metro Last Light Inspire smoke emitters: And Notice the blood decal and manhole on the floor 5 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted May 24, 2014 Author Share Posted May 24, 2014 Smoke is very pronnounced, what is emitting smoke ? floor substances ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Dan22 Posted May 24, 2014 Share Posted May 24, 2014 There is a broken door which smoke is coming through, but I don't have the model yet so when i do get it we can add it in Quote Link to comment Share on other sites More sharing options...
Michael_J Posted May 26, 2014 Share Posted May 26, 2014 Just a short video showing functional ship systems, and various views all synced up, thus allowing for proper Newtonian free-flight. 9 Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
shadmar Posted May 26, 2014 Share Posted May 26, 2014 Nice video! Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
ChrisV Posted May 28, 2014 Share Posted May 28, 2014 Working on a sunset/sunrise skybox pack for the Workshop. Finishing up another skybox to go in the pack. Currently the pack has three skies in it, and i'll be adding more later and update whenever a new skybox is added. More (themed) skybox packs will get uploaded, ranging from sunsets/sunrises to daytime, stormy, night time, and also special ones (alien environments, space, etc...). If anyone has suggestions for custom skyboxes, let me know, and i'll see what i can do. Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Michael_J Posted May 29, 2014 Share Posted May 29, 2014 ABSOLUTELY nothing fancy here--just a quick shot showing a very basic Noesis GUI implementation. It was fairly quick and painless thanks to bandrewk's wrapper (and some quick responses to a few questions this morning ). I also had to give myself a pretty quick course in XAML to get up to speed, but I think I've got the basics down (Noesis has some pretty nice tuts over on their site that helped a lot). Now I just need to add functionality to make it DO something Anyway, here's a shot 4 Quote --"There is no spoon" Link to comment Share on other sites More sharing options...
tjheldna Posted June 3, 2014 Share Posted June 3, 2014 First video I've done for Mages Alchemy in a long time. It really is a different game compared to my earlier video's. Many things shown are a work in progress. Thanks for watching! 10 Quote Link to comment Share on other sites More sharing options...
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