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AboutHere I code indiegames (independent games). I drink caffeine. Lot of debug also. |
⚠ story mode: posts are in chronological order! Low polyDay 010 Horizon Keepers Saturday April 5, 2014 | Yep, this is the real world. For sure this will be Intel Graphics friendly.
There's still a bunch of small artefacts but I'll fix this later...
- Smoothered normales OK
- Terrain optimization OK
- Level of detail system OK
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11th dayDay 011 Horizon Keepers Sunday April 6, 2014 | No further changes on my code today, only a lot of work and tuning on the ground textures... they do the job!
To be honest, at first I didn't know what style of landscape I would get this way. And that's actually better that what I was targeting. Pleasantly surprised.
Anyways, at this point, basic playground is set. Time to focus on gameplay... |
HKDay 012 Horizon Keepers Wednesday May 7, 2014 | One full month has passed, without enough time to work on this project. For this new session I guess it's time to get the final name of this game:
Ladies & gentlemen, welcome to HORIZON KEEPERS!
First draft for the logo. This name itself should sound obvious. I hope... |
23 days later...Day 014 Horizon Keepers Thursday May 8, 2014 | Not enough free time. More than three weeks have passed again...
Anyway: I've got a name, a playground, now I need a game. That's basically the plan. And the very first step for a MMO shoot'em'up is to get some targets to shoot at. This 8x8x8 dots will do the job.
Lot of work on hierarchy. Stage of groups of clusters made of dots. |
The real dealDay 019 Horizon Keepers Tuesday June 3, 2014 | I've got a 8x8x8 dots cube. My ship can hold 128 bullets moving to this target. That's already 8^3 x 128 = 65,536 possibilities for collision detection.
Let's imagine 8 cubes/enemies and, let's say 64 players. Thats 8 x 8^3 x 128 x 64 = 33,554,432… per frame.
Multiply by 60 FPS we reach 2,013,265,920 raw collision detections per second in this basic case. Out of curiosity I've benchmarked a "raw collision test" without further optimization... my CPU drop instantly to 2 FPS. I would have predicted worse...
That's still utterly unusable. Hence next step is to take a little time to build and optimize a more clever collision routine. |
I’m shooting’em’upDay 024 Horizon Keepers Sunday June 8, 2014 | Still need some work but my optimized collision detection works now fine. Full 60 FPS.
I'm using a three passes routine: basic bounding box exclusion for groups ; octree boxes for shoots ; then classic distance check for probable bullet collisions.
- Particles animation
- Mouse control
- Minimal HUD
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