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FLeBlanc 3141
If you have more to say about your project, you might look into starting a journal here at gamedev.net.
cr88192 1570
yep.
a downside of this project is that thus far it has had a longish development time (the game part of the project starting in 2010, many other parts being older).
I was also working some on a Native Client port of the engine as well, but there is still a bit more work here, most of the work being in moving a lot of the renderer over to wrappers such as to allow glossing over the issues of full OpenGL vs OpenGL ES, and probably also getting around to all the NaCl specific stuff (pepper API, ...).
as-is, it is desktop only, and primarily Windows (it is built and used on Linux, at least occasionally).
for 32-bit x86, there is currently also a naive JIT for the script language (written fairly recently).
there is also a plain C interpreter, but it is a bit slower.
performance also depends somewhat on the code (statically typed code is faster, ...).
currently, script code is the 2nd place language within the engine proper (slightly beating out C++ in terms of line-count), but still a small minority of the project (behind C).
cr88192 1570
got distracted from Native Client port for now...
(may get back to this...).
ended up then doing this:
wrote some DXTn encoders, mostly "quick and dirty";
was looking at making video-mapping more efficient, but as-is, I don't actually have enough video-maps in the correct format in order to be able to really bog down the engine (basically, using "Motion-JPEG" / "Motion-BTJ" codec, where "BTJ" is a custom extended form of JPEG).
here is a video where I am using video mapping:
present video streams (currently 7): "slipgate", "fire_anim", "ponyboost", "redstone_torch", "greenstone_torch", "bluestone_torch", "torch".
"ponyboost" is the highest resolution, at 512x512, but the others are lower, like 256x256 or 128x128.
note that, unlike normal animated textures, video-maps don't necessarily have a defined maximum length, and each frame is loaded into the texture as the video plays.
granted, this could be better demonstrated with longer video clips, but off-hand I lack a tool to convert arbitrary videos into the correct format (power-of-2 sized Motion-JPEG AVIs or similar), which as-is, is a requirement for the engine (hence, I am using converted-over animated textures... which doesn't really look like much...).
DekuTree64 1168
Awesome! Bonus points for coding in C, and for including ponies
Looks like you're ready to get into full content production mode. Are you doing all the design/art/music yourself, or rounding up a team? I don't think you'd have much trouble finding people. Great work, and best of luck :)
cr88192 1570
I am currently the sole developer (including art and similar as well), and am operating on pretty much no budget.Awesome! Bonus points for coding in C, and for including ponies
Looks like you're ready to get into full content production mode. Are you doing all the design/art/music yourself, or rounding up a team? I don't think you'd have much trouble finding people. Great work, and best of luck
so, yeah, I am partly limited by the quality and amount of artwork I can make.
cr88192 1570
direct DXT5 video transcoding (MJPEG transcoded directly to DXT5), which slightly improves performance.
experimentally was also writing custom DXT encoders, and putting a few up on pastebin:
DXT encoder (early, intended mostly for speed):
http://pastebin.com/emDK9jwc
DXT encoder for video (YUV 4:2:0, also intended somewhat for speed):
http://pastebin.com/EyEY5W9P
DXT5 encoder (intended for slightly higher quality):
http://pastebin.com/8rq3z5F5
DXT5-UVAY:
http://pastebin.com/qCdBLxTH
(this was an experiment in sending YUV data directly in textures and converting it to RGB on the GPU, which could theoretically pull off better image quality).
cr88192 1570
http://cr88192.dyndns.org:8080/wiki/index.php/BGB_Current_Status
(granted, assuming of course that my server is working...).
I just recently (2013-02-17) put a new version of it online.
the project mini-dump comes with the project source, but this doesn't necessarily mean free rights to do whatever with it (it isn't all FOSS, though certain parts are under the MIT license).
if anyone wants to use the source in creating derived works or similar, they can ask me about it.
people are free to experiment with it or use it for their own personal uses, or distribute mods or similar.
currently, it doesn't cost anything, but donations are appreciated...
(like, with enough donations, I can better justify continued investment of time and effort into all this...). Edited by cr88192
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Looks cool! Sounds like you've been busy. You definitely added a lot of features. Keep up the good work!
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