[project1dev] Re: Project1 - SVN Update 401

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 29 Jul 2009 23:33:59 -0400

hey kent, i just wanted to give you props again for kittens, they look/move
great, they are pretty close i think

On Wed, Jul 29, 2009 at 11:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> really? wow interesting.
>
> thanks kent!! (:
>
> <3
>
>
> On Wed, Jul 29, 2009 at 8:15 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> cave 45-60 voidmap 25-60. profiler attached
>>
>>
>>
>> On Wed, Jul 29, 2009 at 7:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> hey kent could you run the same with the sepia shaders? just copy the
>>> files from /shaders/sepia/ to /shaders/ and run the game again.
>>>
>>> thanks man!
>>>
>>>
>>> On Wed, Jul 29, 2009 at 6:42 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> Regular version, same test, home pc. I get 45 - 60 fps in the cave and 9
>>>> - 45 fps in the voidmap. 40 fps once the puff lands. Attached is the new
>>>> profiler
>>>>
>>>> On Wed, Jul 29, 2009 at 6:39 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> Same test, home pc, experimental version. I get 45 - 60 fps in the cave
>>>>> and 9 - 50 fps in the voidmap. It increases as my puffball gets closer to
>>>>> the ground but drops to 30 fps once the puff lands. Attached is the new
>>>>> profiler
>>>>>
>>>>>
>>>>> On Tue, Jul 28, 2009 at 10:20 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> thanks dude! (:
>>>>>>
>>>>>>
>>>>>> On Tue, Jul 28, 2009 at 10:02 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> Same test. I get 45 - 60 fps in the cave and 18 - 50 fps in the
>>>>>>> voidmap. It increases as my puffball gets closer to the ground. 
>>>>>>> Attached is
>>>>>>> the new profiler
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Jul 28, 2009 at 9:48 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> what do you get with the regular non experimental exe?
>>>>>>>>
>>>>>>>> Thanks for the info Kent
>>>>>>>>
>>>>>>>>   On Tue, Jul 28, 2009 at 9:23 AM, Kent Petersen <kentkmp@xxxxxxxxx
>>>>>>>> > wrote:
>>>>>>>>
>>>>>>>>> Game runs kinda slow for me here at work. I get 45 - 60 fps in the
>>>>>>>>> cave and 18 - 24 fps in the voidmap. Attached is my profiler. I 
>>>>>>>>> started the
>>>>>>>>> cave and ran around for about 30 seconds. I then reloaded alanmap and 
>>>>>>>>> walked
>>>>>>>>> to the voidmap. I floated to the bottom of the map and walked around 
>>>>>>>>> for
>>>>>>>>> about 30 seconds
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Mon, Jul 27, 2009 at 10:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>>> haha i agree our game is pretty dark and we need to fix the
>>>>>>>>>> lighting (voidmap hasnt had a lighting pass so meh)
>>>>>>>>>>
>>>>>>>>>> but it just looks like it does because it isn't all working with
>>>>>>>>>> the new graphics stuff yet (shaders).
>>>>>>>>>>
>>>>>>>>>> the goal is to make it use shaders, but look like it used to.
>>>>>>>>>> When that's finished then we can add bump mapping, field of view, 
>>>>>>>>>> blur, and
>>>>>>>>>> other effects (:
>>>>>>>>>>
>>>>>>>>>> I just uploaded this exe to make sure that everyone's video cards
>>>>>>>>>> can support the shaders we are gonna use.  im glad yours can but i 
>>>>>>>>>> had no
>>>>>>>>>> doubt hehe, you have a pretty high end system :P
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Mon, Jul 27, 2009 at 10:05 PM, Chris Riccobono <
>>>>>>>>>> crysalim@xxxxxxxxx> wrote:
>>>>>>>>>>
>>>>>>>>>>> This makes a lot of stuff look very rich and colorful Alan - it
>>>>>>>>>>> takes
>>>>>>>>>>> away a lot of the problems with dark models!!
>>>>>>>>>>>
>>>>>>>>>>> I really like this update.  I look forward to seeing when you put
>>>>>>>>>>> in
>>>>>>>>>>> the solid color and etc support.  Random models don't show
>>>>>>>>>>> textures
>>>>>>>>>>> correctly but I am not sure what causes it, they're just fuzzy.
>>>>>>>>>>>
>>>>>>>>>>> But the really cool thing is that it made the voidmap much
>>>>>>>>>>> brighter,
>>>>>>>>>>> which in turn makes the scenery much easier to take in and
>>>>>>>>>>> appreciate.
>>>>>>>>>>>  So basically this just upped our game aesthetically in a big way
>>>>>>>>>>> :D
>>>>>>>>>>>
>>>>>>>>>>> So I am thinking this will lessen my worry about lighting on maps
>>>>>>>>>>> a
>>>>>>>>>>> bit, which has been a nagging concern of mine for a while.  I bet
>>>>>>>>>>> there are other benefits of this that I can't notice yet too.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Mon, Jul 27, 2009 at 9:33 PM, Apache
>>>>>>>>>>> User<dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>>>>>  > User:atrix256
>>>>>>>>>>> >
>>>>>>>>>>> > Message: experimental exe with the very beginings of shader
>>>>>>>>>>> support.
>>>>>>>>>>> >
>>>>>>>>>>> > can you guys run the ARRelease-experimental.exe and let me know
>>>>>>>>>>> how it works for you? particularly you NICK!!!
>>>>>>>>>>> >
>>>>>>>>>>> > note that shadows, lighting and solid colors don't currently
>>>>>>>>>>> work hehe, it's just testing the waters
>>>>>>>>>>> >
>>>>>>>>>>> > <Files Changed>
>>>>>>>>>>> > A   ARRelease-experimental.exe
>>>>>>>>>>> > A   Shaders/
>>>>>>>>>>> > A   Shaders/PDefault.txt
>>>>>>>>>>> > A   Shaders/VDefault.txt
>>>>>>>>>>> >
>>>>>>>>>>> >
>>>>>>>>>>> >
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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