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Shane C

Member Since 02 Oct 2013
Offline Last Active Today, 03:52 AM

#5226715 How 3D engines manage so many textures without running out of VRAM?

Posted by Shane C on 01 May 2015 - 09:54 AM

Hello everyone,
I have done few 2D games. I have a solid understand of most of the techniques that are used in 2D games. But I haven't worked with 3D yet. I'm wondering, How do game engines deal with loading so many textures without running out of VRAM?
So lets say you have a 100 models. each model have a 4k texture. Now each texture size is roughly around 67MB (4096x4096x32). So if we render all 100 models with 4K textures that would have a size of 6.3GB (100 x 67MB). Most video cards have 1-2GB of VRAM. So how do engines deal with that amount of data?
I understand that engines use Occlusion Culling to only draw models that face the camera. Is that how they also deal textures? Load only textures that are visible to the camera? Do they load it at runtime? That might be slow. Do they use some kind of Level Of Details algorithm to only load the 4K textures when you're close to it? i don't know.
How is this done exactly?

Correct me if I'm wrong, but you also have to factor in texture compression. A 4x4k texture is 16MB compressed last I checked. Add mipmapping and it's 21MB.

At the same time, more is stored on video cards than textures. You also have to factor in that the average player will probably want at least 4x AA and 1920x1080 resolution, leading up to 50-100MB framebuffer being used.

But the best way of figuring it is, few games have 100 unique humans in the world at once. And if they do, the textures of each human probably don't exceed 1x1k. Either that or they have a major engine and have completely figured a way around this problem.

#5226553 Feedback on a game idea

Posted by Shane C on 30 April 2015 - 01:17 PM

Can I state something a bit controversial? I don't care for the neverending games from a development point of view, because you as a tester and developer will never be able to test every facet of the game. Perhaps with endings this doesn't matter so much, but still, I tend to avoid making such a game for this reason.

#5226551 Getting a 3D model to fit the style in a 2D game

Posted by Shane C on 30 April 2015 - 01:12 PM

I have a theory that if you have the same artist who does the 2D art for the game, design the texture for the 3D model, that it will fit in.

It's easy to get wrapped up in looking at 3D as 3D and 2D as 2D, but there tends to be some 2D in 3D models as well, and that is the texture.

#5226547 State some games that have too simple of storylines and some games that have...

Posted by Shane C on 30 April 2015 - 12:40 PM

For research purposes, I want to know what games you consider to have too simple of storylines and what games you consider to have too complex.

To get us started, I will actually try to answer my own question:

Too simple:

Too complex:
Final Fantasy X
Final Fantasy XIII

Just right:
Golden Sun
Final Fantasy VI

Feel free to go off on a tanget in discussing this if necessary. I won't stop you.

#5225462 Small indie question

Posted by Shane C on 25 April 2015 - 10:23 AM

I spent $50 or so on the assets to this game and spent half the time with it I plan on spending: http://i59.tinypic.com/m93gas.jpg

Both games are about lights, but aren't exactly the same.

Unfortunately, I have to build from scratch, though. I don't think the gameplay of the pictured game is enough, and I'm using a new engine.

#5185855 What is game maker?

Posted by Shane C on 08 October 2014 - 03:42 PM

Is construct worth buying? it looks better. I tried game maker and it wasn't very good. Plus the amount of typos they had in their text make me question if they were literate.

Construct 2 is pretty good. Give it a try, you can do a lot with the free version. It has its positives (such as lower cost) and negatives (exporting to Android/iOS is possible but has a higher chance of running into problems) than Game Maker.

#5185784 What is game maker?

Posted by Shane C on 08 October 2014 - 10:38 AM

Is it worth buying the 99 dollar version? Or should I invest in something else?

You can buy it (Game Maker Studio) if you want to, but you will only be getting the PC exporter for that $99. Meaning you still won't be able to export to Android, etc without paying more.

Do try before you buy though - there is a free version.

#5185762 What is game maker?

Posted by Shane C on 08 October 2014 - 09:40 AM

Game Maker is a mainly 2D game creation software using easy drag and drop programming or what most people use when they use it - a still easy scripting language called GML. The program is really quite good. However, whether it is better for production quality games or just prototypes, is debatable.

One more signifant complaint is the pricing, for a 2D software.

#5184843 Are 2D side-scrollers too common?

Posted by Shane C on 03 October 2014 - 03:56 PM

The genre itself isn't the problem. It's just that, much like FPSes, the average delivered game is vanilla and clichéd.

#5183944 Going to school for game design, worth it?

Posted by Shane C on 29 September 2014 - 09:36 PM

I had a dream of going to a specialized school for Game Art. Turned out to be a waste of money. I would have been better off going to a local college. Good luck, but these specialized colleges aren't the magical place they build themselves up to be. Just make sure you can afford it and are going for the right reasons.

#5183038 Idea for 2-D RPG

Posted by Shane C on 25 September 2014 - 08:28 PM

Assuming you don't want the sugar coated answer, I have read and played your idea before... it's like every other game or work of fiction. What differentiates it? I'm sure you will have an immediate answer for me, but really stop and think about this question. Take Final Fantasy VI for instance. It had several pretty good ideas, borrowed a few good elements (arguably from Star Wars or something Star Wars was based on), and had a really good implementation. Now that is a game.

#5182924 Need help with boss ideas

Posted by Shane C on 25 September 2014 - 10:24 AM

Make a beautiful Medusa where getting in her line of sight (looking in her eyes) temporarily turns you to stone. It's also hard to "kill" someone beautiful, which adds to the difficulty.

#5182469 What do I need to become an indie game developer?

Posted by Shane C on 23 September 2014 - 01:33 PM

Your game idea might be possible for one or a few people, but it might be rather big. Taking baby steps can be really annoying as a game developer, I find it annoying. But it will still help you in the long run, because getting knee deep in an unfinished large game can be even worse without much experience. I recommend picking a language and starting with Pong.

Source: I have been making games using programs like Game Maker for many years, and still can't make something that rivals a commercial GameCube game, even with Unity.

#5182447 Where can i buy good 2D Art assets?

Posted by Shane C on 23 September 2014 - 11:52 AM

Look around. There are websites which sell 2D art in packs.

Also, don't be scared of finding someone on Fiverr who may do the art for you at $5/work. It's up to you to decide if $5 a sprite/background is a good deal.

#5180171 How do you come up with ideas?

Posted by Shane C on 13 September 2014 - 10:00 PM

I stopped believing in ideas after awhile. I now believe in implementations. Make one small thing after another and test until you make something fun. 1 good implementation is probably worth 10 good ideas.