(February 2014) Monthly WIP Screenshot Thread

Home Forum Troubleshooting General (February 2014) Monthly WIP Screenshot Thread

This topic contains 89 replies, has 23 voices, and was last updated by  pixelapp 9 months, 3 weeks ago.

Viewing 15 posts - 31 through 45 (of 90 total)
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  • #258749

    Remy Van Doosselaer
    11p
    Participant

    @abies said:
    Box has swallowed an elephant.

    I just did a test with the same result, so no elephants involved ;-)

    #258750
    +1

    Empire Phoenix
    620p
    Participant

    @remy_vd / Remy Van Doosselaer
    the statistics probably? must be renderd as well.

    #258756

    Dan
    57p
    Participant

    @Empire Phoenix said:
    @remy_vd / Remy Van Doosselaer
    the statistics probably? must be renderd as well.

    Wouldn’t that only be 1 more object and 4 more verts though?

    #258757

    haze
    65p
    Participant

    @javagame said:
    Wouldn’t that only be 1 more object and 4 more verts though?

    Nope, each letter in bitmaps is a quad with 4 vertices ^^

    #258759

    pspeed
    3070p
    Keymaster

    Yeah, I think the stats text is 15 objects or so. As Haze says, each letter is 4 vertexex and two triangles.

    14 lines of text and one quad background.

    Given that you start with 476 tris, subtract 12 for the box: 464
    Another 2 for stats background quad: 462
    Divide by 14 lines: 33
    And then by 2 to get quads: 16.5
    …so rough guess is an average 16.5 characters per line. Which looks about right I guess.

    There is one object I can’t account for so I’m not sure what that is.

    Note: in a debugger you could look at the scene graph for rootNode and guiNode.

    #258763

    Dan
    57p
    Participant

    All this time I thought it was rendered to a texture and put on a quad…

    #258769
    +1

    pspeed
    3070p
    Keymaster

    @javagame said:
    All this time I thought it was rendered to a texture and put on a quad…

    No, that would in fact be a lot more data to transfer per update and would require redrawing it per frame or semi-complicated logic to only redraw it when changed.

    As it is now, the meshes are small and are only updated when the text changes for that particular BitmapText.

    #258836

    t0neg0d
    1228p
    Participant

    @remy_vd said:
    Hi, this is something that is puzzling me:
    You have 1 box rendered, that is: 8 vertices, 12 triangles and 1 object.
    How come the count in the statistics view is not anything like that?

    Probably shouldn’t post this here… but I wanted to mention this because at some point it will save you a ton of hair pulling trying to figure out what is wrong:

    A cube (if you want sharp edges) is actually 24 verts, not 8.

    If it was 8, the normals would be really messed up for 4 of the 6 sides…. or all sides if they were averaged.

    Not important… I know… but just thought I’d mention it.

    #258841
    +3

    sgold
    306p
    Participant

    [video]http://www.youtube.com/watch?v=YVK3e8dRlbs[/video]
    [video]http://www.youtube.com/watch?v=lTaoB1m5h9s[/video]

    The moon (Io in this case) is rendered off-screen and then composited into the sky using SkyControl. The dark areas of the moon, which look black at night, turn blue during the day, yet stars do not shine through them.

    #258843
    +1

    Artur Biesiadowski
    299p
    Participant

    @sgold said:
    The dark areas of the moon, which look black at night, turn blue during the day, yet stars do not shine through them.

    You know that I have never noticed it in real life… but it kind of makes sense now when I think about it.

    I blame light pollution. With 20 stars total visible during a night, hard to notice there is none of them behind a dark moon.

    #258844
    +1

    pspeed
    3070p
    Keymaster

    @sgold said:
    [video]http://www.youtube.com/watch?v=YVK3e8dRlbs[/video]

    The moon (Io in this case) is rendered off-screen and then composited into the sky using SkyControl. The dark areas of the moon, which look black at night, turn blue during the day, yet stars do not shine through them.

    Very pretty. This is really turning out nice.

    And yeah, the ‘see stars through the moon” thing is something that really bugs me about my current Mythruna implementation but I already have a plan to solve that a different way someday. It’s fun to hear people complain about it, though. Shows they are paying attention. :)

    #258847

    nehon
    1894p
    Keymaster

    @pspeed said:
    It’s fun to hear people complain about it, though. Shows they are paying attention. :)

    You know how we french call that kind of people right? :D

    @sgold nice work!

    #260135
    +4

    pixelapp
    100p
    Participant

    I’m proud of these screenshots.

    On the next picture you can see the smoke coming out of the exhaust. :)

    This is pretty much the final version of the game, so constructive criticism is welcome. Or required. :)

    Please also give me your opinion as a gamer.

    Also, @pspeed how well am I doing with the lighting on my game?

    Please disregard the Heads Up Display (HUD). I haven’t worked on it so it’s hard to see, and has typos, I know. Again, I haven’t worked on it for a while.

    #260137

    t0neg0d
    1228p
    Participant

    Wow… looks really nice!

    #260138

    pixelapp
    100p
    Participant

    @t0neg0d said:
    Wow… looks really nice!

    Thanks. You guys/gals helped a lot too. >.<

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