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Member Since 10 Nov 2006
Offline Last Active Today, 11:20 AM

#5135304 Creating open world map

Posted by Ashaman73 on 28 February 2014 - 12:49 AM

Have you been working on your engine by yourself or do you have a team?

The engine is written by myself and to be honest, it is stable for some years now, so you dont need 15 years. But nevertheless, a modern engine is very complicated (I'm talking about multicore, physics integration, shader, scripting, AI etc) and it will costs a few years to make it stable (I'm not talking about the first visual showoff after 2 weeks of work, I'm talking about the month and years of refining your engine). This is time lost to make actually a game. When I started the engine, there were really not a lot of options to use an existing engine, but nowadays there are hi-professional engines almost for free for indies out there.


If your goal is to invest only 2-3 years for a 'non-casual' PC game, then your decision comes down to either make a game using an existing engine or to make a engine with a simple demo.

#5135010 Fastest map-like collection for <GUID, BaseClass*> lookup

Posted by Ashaman73 on 27 February 2014 - 06:17 AM

The comparision method isn't the fastest one. For lookup heavy maps I would sugguest the use of a hashmap instead.


But I kinda like the idea of using some big, fancy guids.

Do you really need a global, unique id  here ? What's wrong with a 32bit or 64bit application unique id ? It would be a lot faster and would make it even more useful in combination with a hashmap. Looks a little bit like over-engineering to me smile.png

#5134967 C++ vs. Java: an experience

Posted by Ashaman73 on 27 February 2014 - 02:22 AM

My view where most OpenGL-based games are concerned is that the performance bottlenecks are almost always GPU based, and as modern GL use uploads all data to the GPU, the language will rarely matter.

I think, that this is not true. The GPU is so lightning fast nowadays, whereas the CPU is still lacking behind. GPU performance is even more scaleable (just turn off some features), whereas the CPU load is often more restricted and can't be scaled as well. Sure, push the settings to max and your GPU will be the bottleneck, but playing your game on an old CPU will kill your performance for sure.


Minecraft is written in java, yes, but it depends a lot on player content creation. There's no fancy AI, physics, simulation, scripting etc. going, in general not a lot of CPU demanding tasks.


C++ is only 'necessary' at a certain 'threshold'. Modern CPUs are capable to run games in java without issues, but eventually high-demand engine will still need this little bit of more performance and control to deliver the best out of it. In this sense, you could say, that most hobby/indie devs might be happy with java, but eventually it depends on your real CPU demand.

#5134957 Creating open world map

Posted by Ashaman73 on 27 February 2014 - 12:42 AM

Is We need to make our own game engine???? blink.png hahaha Challenge acceptedbiggrin.png

No, I would only sugguest to evaluate different engines first, even mod-able games. There are even open source engines around (eg Ogre) which you could use as base. I would almost never sugguest to build your own engine nowadays, especially if you are just starting with game development.


Yes, I've rolled out my own engine rolleyes.gif , because I need a specialized engine too, but this engine is already 15 years in development and by far not as capable as the modern ones, especially if you consider tools too. If you target your own engine, you need to invest lot of time.

#5134356 Creating open world map

Posted by Ashaman73 on 25 February 2014 - 01:01 AM

I thought that UDK was better for very large worlds and crytek better for "normal" worlds because the engine looses precision when the player is very far away from the origin. I may be wrong though,

To evaluate an engine, always take a look at its reference games. GTA is a continuous world, much like Farcry/Crisis. Whereas I do not know of any unreal-based game with a large continous world (thought it could be out there , I dont really know all UDK games wink.png ). All udk based games I played so far have a very defined level structure, with quite small levels.


Thought, there are always very specialised engines out there, which will do a much better job for this task, GTA,Just Cause 2 or Frostbite (BF4), but they are not really as available as cryengine, udk or unity.

#5134097 Creating open world map

Posted by Ashaman73 on 24 February 2014 - 07:50 AM

Unreal s Game Engine

If you want to use a large island like world, I would take a look at the crytek engine (Crysis/Farcry) which might be better suitable to this task then the more level based UDK engine.

#5134095 Looking for a Physics Simulation/Rendering Engine

Posted by Ashaman73 on 24 February 2014 - 07:38 AM

It could be feasible I would think if I can get blender imports to work.

You use blender, have you tried out the blender build-in game engine ? It includes the bullet physics engine. I would give it a try.

#5134085 Cost of modelling

Posted by Ashaman73 on 24 February 2014 - 06:09 AM

Problem is, I need a variety of relatively high-detailed clothing done too

In this case employing an artist would be really expensive. An artist earns around ~60-80k a year, as freelance maybe even more, and high-detailed models are really time consuming (AAA games invest several millions on art per title !). It is not hard to see, that handmade, high-detailed models will be really expensive ( 4 digits at least).


I would sugguest to take a look at other software packages first, like Poser .


PS: And this great piece of software: Fuse

#5134063 Cost of modelling

Posted by Ashaman73 on 24 February 2014 - 04:06 AM

I essentially need a male and female rigged character.


#5134053 Reference gathering - Robot to save the earth!

Posted by Ashaman73 on 24 February 2014 - 03:20 AM

Lot of ideas and inspirations concerning robots.

#5134049 Changing graphics settings at real time

Posted by Ashaman73 on 24 February 2014 - 03:06 AM

Why is it that with all of the new, modern game engines out there, most of them still have to re-start the game before new graphics settings can take effect?

It is one of the most cost efficient ways to do it. A clean 'reset' has many benefits concerning stability and performance. Btw., changing the visual settings is often only done a few times and do not have any gameplay impact, that is , is not really part of the game experience.


You need to consider, that the visual settings not only apply to the graphics API. Eg. dynamic texture and/or model creation which depends on low/hi settings, dynamic lights vs static lightmaps, lot of effects which needs some kind of pre-processing or other data sets, some fancy shader recompilation framework etc., might influence the 'reset' behavior and stability.

#5133248 Where do you get your audio?

Posted by Ashaman73 on 21 February 2014 - 07:29 AM

I'm hoping to to put together a selection of user-friendly, budget-priced sample packs made for specifically for indie devs, with a wide collection of some of the most likely sounds that you might need (ambiences/foley/menu & gui sounds/weapons/etc.) and in numerous styles (cartoon/retro/action/scifi/etc) in the hope that they will fit hopefully all or if not the vast majority of your requirements.

This sounds like a really good idea. Finding a budget version of consistent sound files is really hard. Just make it budget, we indies, in the sense of hobby-project-indies, are notoriously low on budget.


I am also considering including pdf tutorial files in these sample packs that not only explain some of the technical jargon (sample rates/bit rates/file formats/compression/etc.) but that also give some suggestions on how to implement it properly and how to use it to your advantage to make your game feel more user-friendly and polished overall. Is this something that any of you might be interested in?

To be honest, if you use sound in your game, you got already in contact with all this terms and should know what you need. Using a standard format and some tools to mix/downsample a soundfile should be part of the indie workflow smile.png


In order to create the most effective and useful sample packs, I'd really like to hear about your thoughts, ideas and experiences using audio in games and hopefully find out a bit about things like where you get your sounds from and how much you're willing to pay for audio for your project.

Sound packs should be grouped logically. Eg

- Interface sounds

- Common (Medieval) RPG sounds (combat)

- Monster/Creature sounds

- Gun sounds

- Character sound (from grunting, jumping, moving, cloth-rushing etc.)


- Ambient sounds (!)


I'd also really like to hear about what sort of problems you encounter with finding good quality samples and what issues you come across integrating audio into your games.

There's always one or more sample missing, you really need. Therefor it would be nice , to have a collection of 'base sound' which could be used to mix your imaginated sound on your own. Eg high pitch sounds to low rumble, rushing, chain...

#5133188 Importing animations from FBX files

Posted by Ashaman73 on 21 February 2014 - 02:09 AM

One of the guys used Inverse Kinematics in his animation. But since I don't know how to handle that, we looked for a way to convert IK back to FK animations.

This should be goal, the IK influences should be baked to the FK bones. Further on, most IK bones, bones which do not deform the mesh, should be ignored.




- No FK data (no "eSkeleton" nodes to be found)

- A half animated model. Some of the joints seemed ok, others didn't move at all 

- A HUGE (500+ MB) file containing, well, I dunno. Lot's of keyframes or something. Couldn't process it

You should double check the skeleton. It should contain a clear hierachy of deform bones with a single root. Did your college use eg. "bridges", bones which do not deform your mesh and are potentially ignored therefor, but are parent to other deform bones ? He should make some simple test animations like a deforming cylinder (using IKs etc.), export this and give it to you for importing it into the game.



A good rule of thumb:

Make a layered skeleton, first layer are all deforming bones, the bones which are important for the game engine. These should define a clear hierachy including a single root bone. The second layer are control bones which are conntect to the first layer by constraints. The second layer is often the only layer which got animated by the artist, it drives the first layer. Just ensure, that the first layer contains all the (FK) transformations (bake animation before/while exporting).

#5132903 What are the primary coding languages and what are they used for?

Posted by Ashaman73 on 20 February 2014 - 02:20 AM

Ok, here are my opinion:



If you need a OO language and lot of control and performance, then C++ is still the king. The disadvantage is, that C++ does not ships with a framework, you need lot of libs to do even basic things and this libs are often platform dependent.



Java is a really powerful OO language, managed and more safe to write code in. It has a very powerful framework shipping with it and is often used in enterprise applications/server application.



Very similar to java, but from Microsoft and often used in combination with the .NET framework, which is similar to the java framework. Although managed.


JavaScript, Python

Scripting languages. You can write code more easily , but it has its limits. If you want to write gamelogic code/web code etc. it is often sufficient to use a scripting language. In games you often have a primary engine (written most likely in C++) doing all the performance dependent stuff like rendering,physics,audio and a scripting language to write gamelogic/ai/ui code.

#5132897 Is it possible to make a true "massive" battle game?

Posted by Ashaman73 on 20 February 2014 - 02:06 AM

I am hoping to get ideas for a very small indie project, so "massive" here does not mean the same thing as the "massive" in "MMO". What I am thinking of is perhaps 100-200 players fighting on a single battlefield. The setting could be medieval war, space ship combat, modern army etc. The graphics could be 3D, 2D or even text-based.


The dream scenario is to have 100-200 players (or possibly 1000+) fighting a war, some of them might rise up to be leaders, planning strategies and scoring minor victories


However, when trying to actually implement such a game, we run into many problems. For example:


1) As the number of players rises, the actions of individuals or even groups of individuals diminishes and no longer matters.


2) 1000+ players in an area leads to overcrowding and latency. E.g. if I recall correctly, eve online require massive battles to be scheduled in advance.


3) No one wants to be on the losing side. If one side starts to lose the war, people might all jump ship to the other side. Also, keep the number of players on both side balanced is challenging.


4) The side with the most players online tend to win the most. Some times, it boils down to one side having 100 players online while the other side has 50 and could not hold the fort.


I have played games that tries to implement a "massive battlefield" scenario, and they all resorted to very artificial mechanics.


E.g. one game made it so that while a faction can lose specific areas to another, the headquarters can never be taken. So, factions will go back and forth, each taking turn to win all the areas, except for the HQs, depending on who has the most players online.


E.g. another game pretended that there was a huge battle going on in the background, but players take part in skirmishes (FPS team death matches). No impact is actually made on the "battle" alluded to.


Is it truly possible to design a big battle game? Or is this a hopeless goal?

Take a look at Planetside2 , a F2P massive FPS (like a futuric version of battlefield). You will see many of the issues you speak of, on the other hand you see, that it is quite possible.