[project1dev] Re: Project1 - SVN Update 401

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Jul 2009 08:04:51 -0700

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

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