Ravenal
Knight
Jeff;787554 said:Hell ya it does, it'll even give you a bj if you slip it a 20....
ROFLMAO so hard that he caused the cat to faint.
Jeff;787554 said:Hell ya it does, it'll even give you a bj if you slip it a 20....
Jeff;787540 said:I'm sorry, call me an ass but this is still the funniest thread I've read in a long time. Your bump mapping isnt working correctly, looks like the shadows are casting 100% correctly.
You image here....
Great copy paste from gamedev.... this technique is not truely softshadows(granted ppl call it that, its not true to the term because there is NO SUCH THING in 2d). I'm sorry if you don't agree, but there simply isnt.... the effect used is done with Convex Hull polygons which you have to create from 2d images. Iin UO with the complexity of the Convex Hull of any player or mobile this technique will be extremely slow and your shadow calculations will look terrible using this technique since one person will shadow the entire opposite side of the light shadowing them as shown in the picture below..
don't think i know what i'm talking about, look at MY sample here using the very same technique in XNA
http://www.fallingdownstairs.net/videos/engine-2d-5.wmv
You have a ton of work todo, sad but true, and i agree with SIeNce that you should focus on the client aspect of how the game works rather then graphics, those can be done later....
Lord_Greywolf;787571 said:I have been working on a game now since text adventures where out for the computer
it gre and grew as computers games did to
but it has never been finished, and never will be,
why
simple
because i do not have a:
team of 3d engine specialists (movements, combat, etc)
team of graphics artists
team of 3d model makers
team of testers (but those can be had easiely)
team of scripters
team of music writers
etc
and enough money to pay them all
you might be able to get the engine down by yourserlf, or maybe some playability, or some art, etc etc
but there is no way for 1 person to do it all, unless they have absolutely nothing else to do, and all the resources available to them
then given 2-3 years, they may have it done, but then, parts of it are 2-3 years old and all ready behind on other computer games
so i wish you luck, but if you have any kind of a life at all, it will be a hobby that will carry on for a long long time
UltimaOnline2009;787607 said:Maybe you meant concave hulls?
Me and my team have been working on our Ultima Online engine which was started from a scratch
Draegen;787650 said:If EA cant get a decnet 3d Client for UO what makes you guys all that much better thena company that pays
Jeff;787637 said:Concave.... no please read Concave Hull vs. Convex Hull and stop trying to be a smart ass it is only annoying those of us that actually know what we are talking about.
Look i'm not trying to be a complete dick, i just wish you would understand things before you say you are doing something. 99% of the stuff you say you have and/or are going to implement don't apply to 2d.
EDIT: even using this on items/walls anything tilebased is going to kill someones machine, think about it, lets say you use it on dungeon walls. Thats roughly 25 tiles per frame you have to calculate this for, thats 25 convex hulls per frame at roughly 6 vertices per hull. Plus the render target calculations per light, not to mention you say you've added other things like bump mapping and blur.... thats to much. Especially when the engine mechanics arent complete...
150 vertices * numLights(roughly 2-3 per frame + global) = 600+-. I don't know about that. My demo I showed you had 4 lights casting shadows on about 25 blocks with 4 vertices each, but i did this on a high end graphics card and CPU. I managed to pump 60+FPS but what do you expect from a 280GTXOC.... I can tell you now, this engine will never be done because you are not going about it correctly....
Lord_Greywolf;787649 said:unless your team is a lot of full time employees, dedacated to the project, it will still take years to finish
Also would be nice to hear from some of them of the parts they are doing, and what their part does
the basic, 1st UO took a team of close to 60 people over 2 years to do, plus then beta testing and fixing
and they are still trying to fix it today
most computer games are that way, that are of professional quality, taking a large team a couple of years to do
most spend between 5-10 million on payroll for developement of the project
so realisticly, unless very very lucky AND very very good, a small team of part timers, would take many many years to finish a project of this size
using some one elses 3d engine helps to speed it up, but remember in your testing, 90% of your players will not have top end computers, so need to test on low end computers also (1 ghz speed with low ram), which is where many 3d based games go back to the drawing board on when testing
a major example was sim city 2000 - great graphics, could play on any maching - UNTIL - you got over 250k people in one of the big ass apartment complexes (which was easy to go in game)
then it bogged down to a crawl on even many of the newer machines
they only did testing on start up scenerios
so again i wish you luck, like i said before
And where is the key ?(yes custom file extension, file encrypted with a key)
UltimaOnline2009;787671 said:Geez, slap yourself, breathe deep, smoke a joint or whatever you do to calm down , ok you are right i'm wrong, no need to rewrite wikipedia here , and so even if we won't have soft shadows? So what? It doesn't mean the game won't be finished.
Acronis;787703 said:Wow thats nice, I hope you're using C++ and plan to make it work in Linux as well as Windows. Add some razor like features built in, make those settings easy to backup (Ex: xml file) and think you will be a hero amoung UO players.
Jeff;787637 said:Concave.... no please read Concave Hull vs. Convex Hull and stop trying to be a smart ass it is only annoying those of us that actually know what we are talking about.
Look i'm not trying to be a complete dick, i just wish you would understand things before you say you are doing something. 99% of the stuff you say you have and/or are going to implement don't apply to 2d.
EDIT: even using this on items/walls anything tilebased is going to kill someones machine, think about it, lets say you use it on dungeon walls. Thats roughly 25 tiles per frame you have to calculate this for, thats 25 convex hulls per frame at roughly 6 vertices per hull. Plus the render target calculations per light, not to mention you say you've added other things like bump mapping and blur.... thats to much. Especially when the engine mechanics arent complete...
150 vertices * numLights(roughly 2-3 per frame + global) = 600+-. I don't know about that. My demo I showed you had 4 lights casting shadows on about 25 blocks with 4 vertices each, but i did this on a high end graphics card and CPU. I managed to pump 60+FPS but what do you expect from a 280GTXOC.... I can tell you now, this engine will never be done because you are not going about it correctly....