ags1
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Reply #90 - Posted
2016-02-04 23:36:37 » |
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I can't speak for Archive...but hardware acceleration is for the weak...  So you say that all game companies are week?  CPU is too busy, unnecessary rendering is not his job, there are GPU to do this. You are forgetting that CPU rendering is also an interesting and fun programming challenge.
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phu004
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Reply #91 - Posted
2016-02-05 02:55:48 » |
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You can try something like this 1 2
| Thread1|generate shadow map at frame 1|generate shadow map at frame 2----|generate shadow map at frame 3--| Thread2|------------------------------|draw scene at frame 1*************|draw scene at frame 2***********| |
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Archive
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Reply #92 - Posted
2016-02-05 02:58:59 » |
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You can try something like this 1 2
| Thread1|generate shadow map at frame 1|generate shadow map at frame 2----|generate shadow map at frame 3--| Thread2|------------------------------|draw scene at frame 1*************|draw scene at frame 2***********| |
what is the difference between this and 1 2
| Thread1|generate shadow map at frame 1|generate shadow map at frame 2----|generate shadow map at frame 3--| Thread2|draw scene at frame 1*********|draw scene at frame 2*************|draw scene at frame 3***********| |
If anyone is curious, this is what I do to render shadows... render the world in the point of view of the light source store the depth values of the render in a z-buffer in the shadow mapper draw the world in the point of view of the camera after that, i loop over all the rendered pixels and unproject them and then untransform them so that they are the original 3D coords then i retransform them for the light source and I project it onto the light sources view. I test the depth of the z-buffer depth and the one i just calculated and if the one i just calculated has a depth that is further from the light source than the z-buffer's value, I say that that pixel is in shadow.
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Games published by our own members! Check 'em out!
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phu004
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Reply #93 - Posted
2016-02-05 03:21:27 » |
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If anyone is curious, this is what I do to render shadows... You have to have a shadow map before you can draw the scene. Also for the best performance, i think you need to have two sets of geometry for each object, so both threads can operate concurrently.
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Archive
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Reply #94 - Posted
2016-02-05 03:28:47 » |
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If anyone is curious, this is what I do to render shadows... You have to have a shadow map before you can draw the scene. Oh yeah nevermind i wasn't thinking straight before haha
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Archive
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Reply #95 - Posted
2016-02-05 04:15:17 » |
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To be honest, and I've been thinking about this for a bit, I think removal of shadows is necessary. I don't want to have to worry about speed while im writing content for this game and it's not like the shadows were pretty either lol they were blocky and at far distances the precision was horrible so it was all shadow and overall it wasn't anything professional. Also that poll got 8 votes for the removal of shadows and 4 votes to keep them so Im probably going to omit shadows.
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Hydroque
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Reply #97 - Posted
2016-02-21 07:32:00 » |
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I take it from the art that your inspiration was runescape. Honestly, it's not far from great! With a little more optimization and some better quality stuff, you could pull off a great game with a great tale!
Looking indepth through all the posts, I don't think you are using the best methods to render things. Such as, rendering too many tiles at once, the way you actually draw the tile, and the amount of calls you make.
All in all, you are doing a good job. Just need more optimizations.
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Archive
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Reply #98 - Posted
2016-02-21 15:47:54 » |
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I take it from the art that your inspiration was runescape. Honestly, it's not far from great! With a little more optimization and some better quality stuff, you could pull off a great game with a great tale!
Looking indepth through all the posts, I don't think you are using the best methods to render things. Such as, rendering too many tiles at once, the way you actually draw the tile, and the amount of calls you make.
All in all, you are doing a good job. Just need more optimizations.
Haha yes, Runescape is a big inspiration, however I'm also heavily inspired by Oblivion, the fourth game in the Elder Scrolls series. Also, yes the game can do with more optimization. I isolated and took apart the renderer the other day and I'm working on making it fast.
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Hydroque
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Reply #99 - Posted
2016-02-21 18:16:04 » |
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I relearned a lot of stuff that I didn't know. It was bad habits from a youtuber with a huge tutorial series. They're not bad, but the stuff he shows could be fixed.
I like morrowing for it's adventure without holding your hand, oblivion for items and spells mechanics, and skyrim for the open world crafting (which could be revamped 5k%). In the far future I will be creating a massive online game which feats people being able to band together and work on stuff. (Think about Planet Calypso without real world money investments) Using resources from mines that take journies, forests that can be cut, and more. Build a place to train your strength and stuff. The whole purpose is to build up and band together, utilizing the areas resources and battling other people who try to cause trouble. Even better, it's hardcore mode. Play carefully.
I am going to, after optimization on my skills with my current pokemon remake project, recreate the PS1 version of metal gear solid. I love these types of games - stealth, breach, and do a job.
My future is actually pretty busy. 1. creating a restaurant. 2. homeless farm (for homeless to eat and work in to do so). 3. make a not-faulty insurance company 4. build a private school that isn't complete crap On top of that 1. Pokemon remake 2. Metal gear game 3. Elder scrolls themed castle age game
So I wonder how my future will fare.
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Games published by our own members! Check 'em out!
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waratte
Junior Newbie Medals: 1
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Reply #100 - Posted
2016-02-22 03:43:37 » |
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Your future will fare great, Hydroque! Aim high and work diligently towards your goals! Don't let "haters" stop or discourage you!
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Hydroque
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Reply #101 - Posted
2016-02-22 03:54:50 » |
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Your future will fare great, Hydroque! Aim high and work diligently towards your goals! Don't let "haters" stop or discourage you!
Thanks! However the other side to that is depression and loneliness. I am used to being alone because I am a programmer haha. But yeah it takes emotional tole. I like to see projects like OP has, which is their dream games.
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04hockey
Senior Devvie    Medals: 6Projects: 3Exp: 6 years
Founder of Fanger Games.
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Reply #102 - Posted
2016-02-24 21:12:11 » |
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This is beautiful OP! I love to see Runescape inspired RPG's, I'm making one myself right now too. Perhaps we should swap info and share advice/experiences?  - 04
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Hydroque
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Reply #103 - Posted
2016-02-25 01:56:45 » |
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This is beautiful OP! I love to see Runescape inspired RPG's, I'm making one myself right now too. Perhaps we should swap info and share advice/experiences?  - 04 Get a room  I will make a runescape game too one day I guess. I like the engine and art - hate the game. That's why I decided to code private servers for the longest time.
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Archive
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Reply #104 - Posted
2016-02-25 03:14:18 » |
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This is beautiful OP! I love to see Runescape inspired RPG's, I'm making one myself right now too. Perhaps we should swap info and share advice/experiences?  - 04 Sure yeah do you have a skype? If you do, send your name in private message 
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Hydroque
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Reply #105 - Posted
2016-02-28 02:19:44 » |
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You should convert to OpenGL later on though.
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ShadedVertex
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Reply #106 - Posted
2016-02-28 03:00:10 » |
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You should convert to OpenGL later on though.
Archive is using his Envel Engine, which he created using LWJGL. I'm pretty sure that counts as using OpenGL.
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SHC
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Reply #107 - Posted
2016-02-28 03:29:22 » |
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You should convert to OpenGL later on though.
Archive is using his Envel Engine, which he created using LWJGL. I'm pretty sure that counts as using OpenGL. No, he is using pure software rendering, in Java2D. If I'm not wrong, that is the reason the FPS is a bit low.
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Archive
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Reply #108 - Posted
2016-02-28 04:41:53 » |
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Reading these comments gave me a good chuckle haha.
For clarification: Yes it is written with my engine "Envel Engine" the engine is software rendered without OpenGL/LWJGL etc. Only time I use java2D is for drawing the final image to the java.awt.Frame every frame. All rasterization, even primitives, are done using custom methods in the engine.
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Hydroque
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Reply #110 - Posted
2016-05-16 14:27:27 » |
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Update?
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Archive
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Reply #111 - Posted
2016-05-17 02:08:50 » |
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Havent had a chance to work on it between learning opengl, c++, school, music production, college registration, etc
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Hydroque
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Reply #112 - Posted
2016-05-17 12:25:22 » |
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How do I find the time then? Right I stay up all night all the time 
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