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 >>>>>>>>>>> > >>>>>>>>>>> > >>>>>>>>>>> > >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >