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Member Since 22 Oct 2013
Offline Last Active May 18 2014 06:31 PM

Posts I've Made

In Topic: Graphics Feedback

15 February 2014 - 06:39 AM

Well, you're getting there now. I've been meaning to say this from day one, but are you using normal maps and if so, what are they looking like? Because almost all your textures are like... exceedingly flat, and it's something that's really dating the overall visuals. I think was said earlier, but it's still standing out.


In the picture now at the top there is nothing more I can do, also the feedback I've generally got is that the textures are very bumpy. We use normal maps / displacement maps and a lot of the time some sort of parallax or tessellation shaders.. So if I hear back from a lot of people that things still look flat, then I'll have to start investigating the engines renderer.. We use Unity.

In Topic: Graphics Feedback

11 February 2014 - 07:04 AM

Well I took a lot of the advice on board, in all fairness we are years away from a final product. But it's great to have feedback at this early stage biggrin.png


Here is where we are at now, a lot of systems have been changed / improved etc.


Edit: Deleted old photo moved to top..


In Topic: Need Help Choosing My Path!

24 January 2014 - 12:28 AM

I'd like to factor in choice here (or the lack of).. If you use CryEngine (With or without Mono) or Unity or Unreal 4 (let's face it, that's the future). You are going to use C#, C++ and C (Maybe Lua if you really feel like it), one for logic another for core functions and another for things like shaders. If you build your own stuff, chances are examples will be in C++ and again for stuff like GLSL C...


So if you want to get into games development, I recon the path is already pretty much pre-determined, plus there not all that different from each other.. Once you get around C# then move to C++ sure theres a fair few differences but you'll be able to find your way around and follow tutorials more easily.

In Topic: Some advice on Unity

21 January 2014 - 03:40 PM


Cheers, it pops up with a stacktrace error every now and again sorry for the confusion. The ironic or should I say moronic this is it works absolutely fine once you have built the solution!

A stack trace is not a type of error. A stack trace is additional information about what functions the program was executing when an error occurred.

So do I scale back the quality of the game so the Editor will work correctly? I find this kind of un-acceptable. Something Unity need to address.

You should contact them, describe the problem, and ask if a 64-bit editor is even possible for them. Providing a 64-bit version is not always possible, and even when it is it can take a LOT of effort. If it's not possible or feasible for them, you'll have to deal with it yourself by fitting your assets within the 2 or 3 GB of RAM that's available to a single 32-bit process.



I fully understand this, I'm building an engine with a 64-bit editor. It still doesn't take away from the fact Unity loads resources directly into RAM which is a limitation that's causing headaches.. I'll try the patch and see where to go from there:


I'm going to start (or try) porting the lighting and shadow mapping system into Unity) The only thing left is to create some sort of terrain system which will probably take a fair while but it's better than starting from scratch.


Maybe voxel based? Not sure yet, it's been a while since I've attempted a lot of this stuff.

In Topic: Some advice on Unity

21 January 2014 - 03:27 PM

This might be of use: http://www.ntcore.com/4gb_patch.php


That is beautiful, thanks I'll give it a try.