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| What's on your mind?; Your daily crap. | |
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| Tweet Topic Started: Jul 29 2010, 05:18 AM (63,980 Views) | |
| skarik | Jul 29 2010, 05:18 AM Post #1 |
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kitten eating scum
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Post whatever is on your mind at the moment. It doesn't matter what, just post it! |
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| Dr. Best | Mar 12 2016, 04:58 AM Post #3166 |
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Administrator
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I once tried to get nVidia Optimus running on my notebook under Ubuntu. It worked reasonably well in the end but it was a way too long way including fun intermediate states such as not being able to use the internal display of the notebook. |
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| zelda4evr | Mar 18 2016, 03:32 AM Post #3167 |
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Forum God
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https://www.youtube.com/watch?v=29xnzxgCx6I any one else think of cyberpunk when they see this? |
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| Dr. Best | Mar 18 2016, 09:17 AM Post #3168 |
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Not quite, but I do find the Hololens interesting. It seems like the most sophisticated augmented reality system that has ever been sold (sales to North American developers just started). Also, I'd love to see them use my recent paper for the depth sensor they have on top of it. BTW: The age of high-end virtual reality starts in 10 days with the Oculus Rift consumer version being shipped. Exciting times. It seems that GDC is all about VR this year. |
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| Dr. Best | Mar 19 2016, 06:25 PM Post #3169 |
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Just finished playing Among the Sleep. The developers set out for a quest to make players feel the dread and despair of a two-year old. And boy did they accomplish that mission. There is not much to the game play (mostly simple collecting riddles and some hiding). It borders on being a walking simulator. However, playing it you feel as helpless, confused and dreaded as a two-year old would in an unfamiliar and scary setting. Rather than scaring you with things you would find scary as a grown up the game makes you empathize with its young protagonist to feel his fear. The horror is not very reliant on jump-scares, most of it is rather subtle and often motivated in the baby's psychology. And the best thing is that it culminates in a very satisfactory and meaningful ending. It's just two hours play time so if you get your hands on it go ahead and enjoy it the way you would enjoy a good feature film. I played it in one session. |
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| Despellanion | Mar 23 2016, 09:44 PM Post #3170 |
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Forum God
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Whoa, people are posting again! I still make games. I'm currently working on a mobile conversion of One Late Night that will be released soon. Edited by Despellanion, Mar 23 2016, 10:00 PM.
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| zelda4evr | Mar 29 2016, 06:29 PM Post #3171 |
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Forum God
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I'm curious to see how that will turn out. Redoing all the art? |
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| Despellanion | Apr 2 2016, 07:59 PM Post #3172 |
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Forum God
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I have optimized some of the models by reducing the poly count. You can get the free demo here. Note that the game has been optimized for a certain minimum of GPU, so it's not going to run well on everything obviously. Adreno 225 chip or equivalent has been my minimum target for testing. |
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| zelda4evr | Apr 5 2016, 05:48 PM Post #3173 |
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Forum God
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Wow I am thoroughly thrilled at how solid this engine runs on android. I tested it on my samsung galaxy s5 active, the frame rate was good with minor occasional stuttering like some sort of buffer. Other than object flickering and light artifacts it looks much like the pc version. Since I'm not sure if this issue is hardware specific I took a screenshot of what happens. At certain angles the light has an issue, if I look up directly at the wall, it goes away. ![]()
Edited by zelda4evr, Apr 5 2016, 05:49 PM.
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| 57E | Aug 6 2016, 11:58 PM Post #3174 |
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Forum Leader
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Thought this board would have been long abandoned or closed by now. It's nice to see that you people are all still alive. What I have been up to? Spoiler: click to toggle I ported my 3d tile engine Dis[array] to game maker studio, and while I was doing so minecraft became a thing so now everybody who looks at it is going to assume I'm working on yet antother minecraft clone. I did functional 3d level editor with build in tools for editing the invidual blocks vertices and textures on the fly, so destructable lowpoly scenery is actually possible to do now. Put way too much time for hacking in low resolution (1/4 of a minecraft block) voxel support. Wich I had to put on hold, becouse adding invidual textures to them would reguire redoing entire texture atlas code. The engine's rendering has severe issues with triangle overdraw and until I manage to get over my chronic burnout and figure out how to include occulders into my octree drawing system, that first person shooter of my own that I always dreamed of is not going to happen anytime soon. I figured I could get some use of the engine as is by doing an isometric game so the high overdraw wouldn't matter as camera is mostly staring to the floor. Aaand my old arch-nemesis 3d collision foiled my plans once again. I have spend this spring and summer trying to fix the googol of bugs in my collision code with absolutely no progress at all. Needless to say it came to my mind that this sure wasn't problem years ago with Ultimate 3D. So now I'm trying to port This to gml. GM Studio's new optional windows compiler should take care of any speed issues the gm5 had, unfotunately my brain is the same old math class failure so this is going to be fun. Edited by 57E, Aug 7 2016, 12:01 AM.
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| Dr. Best | Aug 9 2016, 11:57 AM Post #3175 |
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Neat. Concerning overdraw, are you already removing faces between adjacent blocks? That should help a lot. You should also make sure that backface culling is enabled. Then sorting chunks of geometry in front-to-back order based on their center of mass would help to ensure that the early-z of graphics hardware is effective. Doing more advanced occlusion culling with sufficient performance in Game Maker could be quite tricky but what I just said should get you quite far. It's not like your fragments take an awful effort to shade. |
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| 57E | Aug 11 2016, 12:49 AM Post #3176 |
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Forum Leader
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Backface culling is on and every single hidden triangle between adjacent blocks is removed. The occulsion culling wouldn't have to be precise, just so that when camera is indoors the models chunks with bounding spheres clearly behind a view obscuring wall wouldn't get drawn. Current version of minecraft does this via some sort of vague raycasting method I'll have to look into it some day... With my new PC (bought for the No Man's Sky) and the gm studio's compiler the engine is solid 60fps as is, but it's just a map with out gameplay or moving enemies so it isn't very indicative of anything. |
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| Despellanion | Aug 11 2016, 11:19 PM Post #3177 |
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Forum God
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That looks like a occlusion culling issue. It's quite tricky to get that 100% perfect and there will always be some dead zone. |
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| Dr. Best | Aug 14 2016, 12:59 PM Post #3178 |
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I've got a blog now. There's not much to see yet but that's bound to change. |
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| Reikyrr | Aug 22 2016, 12:15 PM Post #3179 |
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Forum God
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Cool I've added it to my browser. |
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~Inspirational quote~ | |
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| Despellanion | Aug 22 2016, 10:08 PM Post #3180 |
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Forum God
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Followed you on Twitter. |
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