Thanks Eric. I still have some little things I want to try to add to em. Like giving them a maximum turn rate per turn On Wed, Jul 29, 2009 at 8:33 PM, eric drewes <figarus@xxxxxxxxx> wrote: > 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 >>>>>>>>>>>> > >>>>>>>>>>>> > >>>>>>>>>>>> > >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >