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jsuffolk

Member Since 09 Feb 2003
Offline Last Active Jun 22 2014 07:41 PM

Posts I've Made

In Topic: Starfighter Alpha Video Preview

17 December 2013 - 06:53 AM

Mouse, though probably would make for a better video using joystick or controller. Can run on tablet PC as well, though the framerate leaves something to be desired (about 20 FPS).


In Topic: has anyone here released a game that got no attention and make you depressed...

13 November 2013 - 08:47 PM

I've been doing game development as a hobbyist for decades and have never published a game, though I've loads of partially complete projects on old drives which have only been seen only in private circles. I suppose I helped with one released project, which sort-of counts.

 

But I'm not sad at all about it. A few years ago I produced a software tool with the intention of making money. Got a few clients and the project turned into hard work and quickly ceased to be fun at all. I eventually stopped supporting it to win my freedom back.

 

As a hobbyist I can afford to spend 6 months coming up with a unique procedural planet algorithm, but if I'm producing a product to sell to the masses it's all about producing content quickly and keeping costs down. I create my games as a hobby so it can be less like work and more like art.


In Topic: What is your poly budget?

09 July 2013 - 08:15 PM

XNA

750,000 on my most detailed model, with lots of culling. Mid size ships are between 30,000 and 70,000, can have several dozen of these on screen during large battles

 

On low-end hardware (HD4000) my GPU-accelerated fractal algorithm for planets is set to draw just a little over a million triangles, whereas on high-end PCs it can be cranked to push over 4 million triangles.

 

Various other effects (particles effects, stars/parallax) render several thousand more tris.

 

For mobile devices (e.g. HD4000) in total I push somewhere between one or two million triangles (unfortunately this comes at the cost of pushing 1080p framerates under 20 fps, though 720p is still very smooth). On more powerful desktops with good graphics cards I can push 5+ million on 1080p with no framerate drops. I haven't yet tested this on any ultra-powerful desktop machines, my hardware is a little dated. I suspect some new machines could do millions more tris.

 

My game is highly GPU-bound in terms of performance, CPU makes little or no difference except for load times (NOTE: load times can be pretty awful for complex models on low-end machines).


In Topic: Bumpy grass on terrain

26 May 2013 - 09:13 AM

I always assumed Outerra used some sort of fractal algorithm with just simple normal-mapping, but after reading this piece I think they must use textures with a good parallax technique, though it seems you already knew that.

 

https://plus.google.com/116201034910678785066/posts/1S5YjCTCaWj


In Topic: Is it possible to relief map a fractal surface

25 May 2013 - 04:02 PM

Thanks for confirming my suspicions. I was able to get some pretty decent surface detail out of the normal mapping by making it stronger, setting a -1 mipmap bias, adding more color variation, which has the nice effect of creating a good surface albedo as well, and otherwise tweaking what I had. Guess I'll just have to make the normal mapping work.

 

 


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