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RuinValor - Birth of Talos

SlimDX vs SharpDX

Posted by , 24 October 2012 - - - - - - · 2,942 views
RuinValor, SlimDX, SharpDX
Initially, we were not going to make the change, but it would seem SlimDX is losing support as it has not been updated in ages. That said, the same people who made it ( some of them anyway ) have moved onto the new SharpDX base. The best part of this is the new SharpDX setup allows for DX11.1 updates and already supports its functionality. This is monumental in several areas as it will allow for us to fully take advantage of the new tools on the street.

So, what have we already done since we converted ( which took about 1 day )?

The first task was to move the UI from its current state to a D2D method. By passing the rendering through this process we saved 180fps. With our previous system we would take a massive hit from 300fps to 100fps when a UI element was opened. Now, when we open a UI element we are getting 300fps to 292fps. This is just ONE of the changes that we have made in the two days that we have converted over.

So, if you are thinking of going with a SlimDX system you should really look into SharpDX instead. Good luck and I hope this post helps others who are starting out.

Character Development

Posted by , 23 October 2012 - - - - - - · 1,081 views
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I have been very busy over the course of the past month... as such I have not updated this blog much. Here is a picture of the completed Gorgane model ( or MOSTLY complete ). I will be texturing it over the course of the week and will update this thread as I do. Please notify me of any suggestions you might have.

Model Work

Posted by , 12 October 2012 - - - - - - · 1,337 views
RuinValor, C#, Minecraft, Voxel and 3 more...
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After a weeks worth of a break we have finally had some progress on the normal map for the gorgane model. This is still not complete but I figured it has been a while since I have posted so I might share what we have been up to. Our goal is to have the gorgane model completed and added to the game by the 19th. Once this is done that will mark a very serious milestone in our development process. With a complete model we can start to focus on the in game interactions that really make up "gameplay" content.

In other news, we have been working on placable models as well ( that would decorate the landscape and such ). Once of those is the torch, we have some basic ones but I wanted to show off the idea that there will be many different types of each model.

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This is a torch that you would find in a more fancy location. Perhaps an old ruin or some forest. Our hope is to provide the players/server hosters with as much content as possible to make some of the most amazing designs seen. Something I loved about minecraft was how much people took the base stuff and made epic things from it. The problem with minecraft was the color pallet was very limited ( so to speak ). It is my hope to remove that limit and create a tool ( our game ) that can make thousands of different iterations of designs. The designs can both be functional and visually pleasing.

I will be updating you more over the course of the week on our new networking progression. Soon, we should have a playable version with a server/client base. This will mark the first milestone that will lead to our closed alpha testing. If you are interesting in testing this please send me a message.

As a final note, we are looking for 3d artists. If you are new and desire a way to bolster your portfolio send me a PM or email me and we can work something out. I am willing to work with all skill levels ( so long as you are willing to take constructive critiques ) in the hopes that we can learn and progress together.

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