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  The Great Tribes  (Read 12676 times)
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Offline Zemlaynin
« Reply #30 - Posted 2018-10-20 03:01:20 »

This option seems to be better
Offline Zemlaynin
« Reply #31 - Posted 2018-10-20 03:10:47 »

Offline VaTTeRGeR
« Reply #32 - Posted 2018-10-20 07:19:05 »

Pointing Yeah that's already a lot better
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Zemlaynin
« Reply #33 - Posted 2018-10-20 10:50:51 »

Pointing Yeah that's already a lot better

Last screenshot?
Offline VaTTeRGeR
« Reply #34 - Posted 2018-10-20 12:02:48 »

Offline Zemlaynin
« Reply #35 - Posted 2018-10-21 12:49:20 »

Now I don't have the square coast!

Offline Zemlaynin
« Reply #36 - Posted 2018-10-22 09:57:32 »

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Offline Zemlaynin
« Reply #37 - Posted 2018-11-11 03:43:42 »

Made textures for buildings
Offline Zemlaynin
« Reply #38 - Posted 2018-11-21 01:13:33 »

Shadows and glare from the sun on the water
Offline Zemlaynin
« Reply #39 - Posted 2018-11-24 07:18:06 »

New water and glare on objects with different material!
Now my engine supports NormalMap and SpecularMap.


Hello dears!

In this short extraordinary diary we decided to tell you about the new system of city expansion, which was added to the game. As you may remember, the original structure of urban areas had a pronounced square structure:

To begin with, this was quite enough, but since this graphic element was quite conspicuous and caused natural questions from some users, it was decided to give it a more meaningful form, especially since it was already in our immediate plans.

To do this, it was necessary to develop a set of urban areas and their parts, which would give the growing city a visually more natural and pleasant look, as well as the logic of their interrelations.

The end result is a set of models that, in theory, should take into account all possible expansion options for flat terrain:

Now the starting version of the city looks like this:

As you can see, due to additional extensions of residential areas, which are not actually them and serve only for decoration, the city got a more natural and visually pleasing silhouette.

For those who are interested in the logic of the use of district models in the expansion of cities, under the spoiler will be attached a number of technical screenshots with explanations:

The initial version of the residential area:

To smooth its square appearance, additional elements are added to it. These elements, as noted above, are not independent areas, but serve only as a graphic design:

The city can expand in any direction. For example, suppose the following urban area appears to the right of an existing one. The current right extension will disappear, and the following type of area will appear in its place:

If the area appears at the bottom left diagonally, it will have a square shape, and its additional extensions the following form:

If the area is built on top of the original, the city takes the following form:

Built a lower right diagonal from the starting. The second built area is replaced by another modification, and an additional area from the bottom to the U-shaped:

Although all possible options for development are not clearly presented here, following this logic, theoretically, allows you to build cities of any possible form.

Summarizing, you can see a screenshot of a large city, built in the game in this way:

As an added bonus, a screenshot of the Outpost:

Thank you all for your attention and see you soon!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Intd

Innocent Bystander

« Reply #40 - Posted 2018-11-27 10:00:23 »

It looks great!
Offline Zemlaynin
« Reply #41 - Posted 2018-12-05 03:27:48 »

Diary of a development No. 32

Hello dears!

It's been a month and a half since my last diary, a huge amount of work has been done during this time. So that was my task sheet, without considering the tasks that I perform on in-game mechanics:

All tasks were performed not in the order in which they were located in the list, and there are no small tasks that had to be solved along the way. Many of the tasks did not concern my participation, such as Alex slowly changed to buildings:

Work on selection of color registration of a terrane:

The option that we have chosen to date will show a little below.

The first thing I had the task of implementing shadows from objects on the map and the first attempts to implement through Shadow map gave this result:

And after a short torment managed to get this result:

Next, the task was to correct the water, pick up her good textures, coefficients and variables for better display, it was necessary to make the glare on the water:

At the same time, our small team joined another Modeler who made us a new unit:

The model was with a speculator card, but the support of this material was not in my engine. I had to spend time on the implementation of special map support. In parallel with this task it was necessary to finish lighting at last.

All as they say, clinging to one another, had to introduce support for the influence of shadows on the speculator:

And to make adjustable light source to check everything and everything:

As you can see now there is a panel where you can control the position of the light source. But that was not all, had to set an additional light source simulating reflected light to get a more realistic speculator from the shadow side, it is tied to the camera position. As you can see the armor is gleaming from the shadow side:

Wow how many were killed of free time on the animation of this character, the exact import of the animation. But now everything works fine! Soon I will record a video of the gameplay.

Meanwhile, Alexei rolled out a new model of the mine:

To make such a screenshot with the approach of the mine had to untie the camera, which made it possible to enjoy the views:

In the process of working on the construction of cities, a mechanism for expanding the administrative zone of the city was implemented, in the screenshot it is indicated in white:

I hope you read our previous diary on the implementation of visualization system for urban areas:

As you may have noticed in the last screenshot, the shadows are better than before. I have made an error in the calculation of shadows and that the shadows behind the smallest of objects and get the feeling that they hang in the air, now the shadow falls feel more natural.

The map generator was slightly modified, the hills were tweaked, made them smoother. There were glaciers on land, if it is close to the poles:

A lot of work has been done to optimize the display of graphics, rewritten shaders places eliminating weaknesses. Optimized the mechanism of storage and rendering of visible tiles, which gave a significant increase and stable FPS on weak computers. Made smooth movement and rotation of the camera, completely eliminating previously visible jerks.

This is not a complete list of all solved problems, I just do not remember everything Smiley

Plans for the near future:

- The interface is very large we have a problem with him and really need the help of specialists in this matter.
- The implementation of the clashes of armies.
- The implementation of urban growth, I have not completed this mechanism.
- Implementation of the first beginnings of AI, maneuvering the army and decision-making and reaction to the clash of enemy armies.
- The implementation of the mechanism storage conditions of the relationship of AI to the enemies, diplomacy.
- AI cities.

Thank you for your attention!
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Offline Zemlaynin
« Reply #42 - Posted 2019-01-11 07:07:11 »

DevBlog, No. 33

Hello dears! And happy new year's holidays!

It's been over a month since the last development diary. I have to say that I wanted to post a diary before, but faced with a intractable problem, which spent a lot of time. But all in order.

According to the development plan, the first contact with AI was implemented:

At the bottom of the screenshot you can see messages about crossing the army control zones with another army and the city. Now we had to develop an interface element that would display the event data:

This screenshot in the upper left corner shows the implementation of UILabel with the ability to transfer text by words. An important element of the interface that is useful in the future. In the lower right corner, above the end of the course is now visible various messages, hover the mouse over them POPs up a hint (also a new interface element), with a short description of the event. By pressing the right button, the event can be closed without making any decision, and the left button can open the message.
In this case, when you click on the event button will be the first diplomatic contact in the game:

It was further implemented the first maneuvers of AI. AI walks on the map and tries to determine the boundaries of its continent. In the video at Dukat that is the moment where he runs over the enemy army, which pays no attention to him, because busy with study card Smiley

And somewhere in this place and at this time, I was faced with a problem, a performance problem. Our Modeler has a powerful modern computer of red Assembly. But it the game is terribly slow shipping a single core processor. The reason is simple-there are a lot of cores in new processors, but in fact they are less productive in single-threaded applications. And that moment I had a render in one stream. But in fact, the reason was not so much in this. And in the process of finding problems, I decided to count how many polygons we have in the scene:

On the middle map at the maximum distance and a large cluster of palm trees - it's just scary! 15 824 756 triangles! Almost 16 million!!!

After a bit of map generation, I found a place with 16.75 million. Smiley

Although here is a similar place with trees gave only 8.5 million triangles:

And in the middle stage consisted of about 4 million:

In General, I was glad that my render copes with such a huge number of triangles, but their number was excessive. It was necessary to optimize the number of polygons in the models.

40% decreased Poligona trees! Differences practically are not visible.

Next, we have altered palms - Poligona on the palms was reduced in 10 times. 600 - 700 against six thousand of polygons per pack.

While there was parallel work on the models I have been trying to simplify the geometry of terrain. Here's what it looked like before optimization:

And after the first steps:

But it was all done by a simple method — all smooth tiles were replaced by two triangles instead of 882.

But there were still flat places that could be optimized, and I began to build polygons from those triangles that had the same height:

Build on them convex-concave contour (Concave Hull). With Convex Hull ω was not a problem, I already used the Graham scan (Graham scan). But the construction of Concave Hull has a problem... Information on this topic on the Internet was quite difficult to find. I had to write the implementation of algorithms from scratch. I will not lie if I say that I read a dozen different dissertations on this topic. But all the proposed algorithms gave an approximate result with some error. After a week of torment and pain, I came up with the idea of my algorithm, maybe I'll describe it someday Smiley
As a result of two weeks of torment, I got the desired result and was able to build Concave Hull of almost any complexity, bypassing the set with holes, just dividing them into 2 halves of the hole. Received contour and triangulated it:

Getting the output of such a result:

The fog of war has also been simplified:

And in zones where was present only fog of war it turned out only about 300 polygons:

But in the end I was upset with the result and tell you that these two weeks I spent in the shuffle... The algorithm developed by me gave a significant increase in performance when rendering, as the number of polygons on average was reduced by 60 — 70%. But the generation of the map began to occur 10 times slower.... the algorithm was time-consuming and difficult.

3 days I lost in ATOM RPG removing stress:) Even at work did not go. Thank God we have at this time the thermometer went off scale at the border -44 - -46 degrees Celsius. And I gave my melancholy for an excuse not to start the car.

And before the new year holidays, enough to play, but the truth is not passed the game, I gave a new lightweight version of the algorithm, which was suitable only for my conditions of tiles. Data calculations for optimization were not noticeable against the background of map generation and the number of polygons decreased by an average of 40-50%.
But there are artifacts when rendering water, I had to rewrite all the algorithms associated with water.
Here is the result:

Anatoly meanwhile made unit of nomads:

While he lies resting Smiley

While working on optimization, I came up with the idea of how to change our mountains.

Mountains have become more embossed, it is noticeable without texture, as the texture is now not suitable for them:

On the grid, so in General the differences are obvious:

It remains the case for small — need a new texture of the mountains.

The next step was to rewrite the resource loader and map generator. Along the way, remaking the start menu for all these things:

Now loading of resources goes in parallel and then map generation begins.

I did a great job in dividing the render into 3 streams. The whole difficulty was in synchronization. Now we have one thread responsible only for drawing, the second thread for recalculation of the visible space when moving the camera and other interactions with the map space, and the third thread is responsible for animation and communication with the server part.

And Yes, we now have a server part responsible for all events in the game and for the AI. In turn, each AI player is a separate process.

Let's summarize the work done:
 - Graphics optimization from the software side.
 - Optimization of graphics models.
 - Server part.
 - Split render into 3 streams.
 - Preload resources (textures and models).
 - Rewrote the fog of war, water and terrane shaders.
 - Reduced RAM consumption by 20-30%
 - Implemented a number of UI elements
 - Redesigned start screen with the new UI.
 - Fixed errors in normal calculations.
 - Fixed the hills.
 - New mountain.
 - Introduced normalmap for terrain.
 - New selection of units.
 - New animation units.
 - Window of diplomacy.
 - Actions AI. Study the map.
 - Actions AI. Diplomatic contact.
 - Actions AI. The conclusion of peace, friendship, or a Declaration of war.
 - Actions AI. Action units in a collision.

 - In General, a lot of work has been done to optimize and not a lot of game mechanics. I hope this month to the CE goes to plan and I'm finally going to finish the city Smiley

Thank you for your attention!
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