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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Jul 05, 2005 9:54 pm Post subject: |
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Yes, you have to run a whole ton of multiplications through the processor for just one curve. For the LOD we're needing (even a simple ship) wouldn't work. A curve is only definable by a set of equations involving many, many multiplications whereas a polygon can be derived through direct addition. How a processor achieves multiplication is through the longhand approach - it adds everything i.e. 2*2 is 2 two times, so it adds 2+2. 2*3 would be 2+2+2. Eventually, this all adds up into lag. A simple NURBS model would take as long as an exremely complex polygon model - not very productive.
-Mogul _________________ "Never sneak up on a turtle while he's welding" |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Fri Jul 15, 2005 1:27 pm Post subject: |
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Actually, I am considering adding NURBS support... right after I enable ray-tracing But seriously, I think the best way to make a good ship is throw on a detailed texture. Most of the time ships will be moving so that it would be hard to distinguish between a small polygon extrusion and a well-thought-out texture. At first on my ships, I was using a 256x256 texture, but that is not an upper limit. 512x512 is certainly not a problem if you want to add more detail.
As for types of ships to make, well, there are only a few total right now, so anything goes! If it kind of fits in with the style of the existing ships, it can be a human ship, otherwise it can be one of the aliens, most likely. _________________ Differentiation is an integral part of calculus. |
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aplasticspork
Joined: 18 Apr 2004 Posts: 136 Location: Seattle, Wa
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Posted: Fri Jul 15, 2005 10:48 pm Post subject: |
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Paul wrote: |
Actually, I am considering adding NURBS support... right after I enable ray-tracing |
yeah, excuse me while i break out my 1000+ xserve supercomputing cluster...
--andrzej _________________ This space left intentionally blank. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Sat Jul 16, 2005 6:44 am Post subject: |
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UE3 uses 2024x2024 TGAs
-Mogul _________________ "Never sneak up on a turtle while he's welding" |
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HedgehogTree
Joined: 09 Jul 2005 Posts: 35 Location: Wellington, New Zealand
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Posted: Mon Jul 18, 2005 8:49 am Post subject: |
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Hey spork, have you got any non-standard plugs in your plug-ins folder? Because I make my own plugs to experiment, and quite often if screws over and unexpectedly quits.
Edit: Oh no.... OH NO!!! Event Horizon 0.6.0 will not start on my computer!!! Im not sure if it's a 0.6.0 thing, but does it create any preference files that might be evily killing my gaming experience? |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Mon Jul 18, 2005 1:47 pm Post subject: |
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What system version are you running? And what is the last version of EH that did run on your computer?
As for writing your own plugs, feel free to discuss them here so we can help you and also other people can learn from your experience. _________________ Differentiation is an integral part of calculus. |
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HedgehogTree
Joined: 09 Jul 2005 Posts: 35 Location: Wellington, New Zealand
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Posted: Mon Jul 18, 2005 8:11 pm Post subject: |
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The last one that worked for me was 5.17 but now 5.9 don't work anymore.
I'm running Tiger on an eMac |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Mon Jul 18, 2005 9:10 pm Post subject: |
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Oh, well, that explains it... EH doesn't work on Tiger Although I'm hoping it will soon... _________________ Differentiation is an integral part of calculus. |
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appleide
Joined: 04 Oct 2005 Posts: 117 Location: Sydney, Canada. (oops I spelt australia wrong...)
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Posted: Tue Oct 04, 2005 2:39 pm Post subject: |
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I tested 0.6.0 on a G3 400mhz with 8mb video card. The framerate drops to a crawl at 5fps/sec (800x600 resolution) when I fired my 200 laser turrets. I exploited a bug and installed 200 heavy laser turrets on my dolphin fighter thing. Otherwise it runs normal at 17fps/sec.
I think the planets in each system needs to be closer apart. It takes forever just to chase down a ship and test my 200 laser turrets
The apple icon replacing the dollar sign is really getting to me. Try using "credits" or something instead.
I think the metal bar thing carrying th shield and armour bars are too...ugly. Maybe take them away all together.
I heard about that new spacedust implemented, looking forward to it. The space is so huge I become lost.
I think you need to make it so that the whole galaxy isn't 'explored' from the beginning.
you can get inspiration for new stars by using the names of stars in our galaxy.
There needs to be more systems.
Some ship models look... awkward. the amegaemon (or something), shuttle, speeder, medium freighters +some others, simply look like painted cardboard boxes with wings. (no offense to the artist).
For some ships the controls are too sensitive. Also on some ships when I use "auto-point-target", it just does ovals around the target but never actually points towards it (and miss by like 300-400 pixels too).
the bug is: (on Earth) buy a ship, any ship. go to ship mods. Click on any one of them that does not have a max number, click the sell button even though its blacked out, click until you get 1000 space and tons of money. now buy as many upgrades as you want, such as the heavy laser turret. *-)
Another one: go to earth, take all the missions that needs to go to earth, leave and land again. all the missions are completed even though you are in the wrong system.
0.6.1 doesn't work on this G3.
(I just found out about the new release and have yet to try that on a better computer than this one)
Thanks for making this game. =D |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Oct 04, 2005 7:26 pm Post subject: |
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appleide wrote: |
I think the metal bar thing carrying th shield and armour bars are too...ugly. Maybe take them away all together.
I heard about that new spacedust implemented, looking forward to it. The space is so huge I become lost.
I think you need to make it so that the whole galaxy isn't 'explored' from the beginning. |
I won't reply to the whole thing since it doesn't pertain to me, but I'll talk about these.
1) I've drawn up a new interface for the ship that I'll eventually (i.e. whenever my workload drops, i.e. never ) develop. It looks really cool and I can't wait to actually 3d-ify it.
2)The space-dust helps a lot, but I think there needs to be more and different kinds of debris as well. Also, Paul, you should use an alpha channel to change the dust streak instead of gradating from black to white, that way space-dust over planets and ships doesn't look like lines (black doesn't cammoflauge over blue, green, and grey very well ).
3) Keep in mind that (I believe) Paul is more working on the engine right now than the details that make the game a game such as currency, exploration, etc. That's why every galaxy has an Earth .
-Mogul
P.S. Could you name one of the planets Omicron Persei 8 for me? Futurama rocks .
GotFuturama.com wrote: |
Omicron Persei 8
Omicron Persei 8 is a habitable planet orbiting the star Omicron Persei, also know as Atik. Located in the Pleiades star cluster, its distance to Earth is 1000 light years. It is home to the sentient species known as Omicronians.
The system - named after the 15th Greek letter - has at least 12 planets and a common saying is "women are from Omicron Persei 7, men are from Omicron Persei 9". |
_________________ "Never sneak up on a turtle while he's welding" |
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appleide
Joined: 04 Oct 2005 Posts: 117 Location: Sydney, Canada. (oops I spelt australia wrong...)
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Posted: Thu Oct 06, 2005 12:38 am Post subject: |
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I had a look on your website... I really like your interface, I think you could use it now, can't you? I won't mind if its not smooth or anything... It'd be better than the metal grip we have now. Also, I'd like a key with lets me toggle it on and off... your interface seems to take a up a lot of space. |
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