yeah, when i get some time i will make some walking and laying animations for them also, should give you some more fun stuff to play w/ On Thu, Jul 30, 2009 at 11:04 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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 >>>>>>>>>>>>> > >>>>>>>>>>>>> > >>>>>>>>>>>>> > >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >