Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
One q: What is the goal of this project?
Having virtual sex with cortana using occulus rift and a rumble pack.
April 24th, 2013, 07:38 PM
leorimolo
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Having virtual sex with cortana using occulus rift and a rumble pack.
Oculus+Fleshlight
Also due to HER* nature a little shock or too down there wouldn't be a terrible idea.
Also this might be a stupid question, but are you porting the engine to some extent? Like can it read halo maps and probably spawn points, have a base set of weapons?
Edit: What I mean is, open halo1 maps, read BSPs, probably spawn and objective then handle the rest of the tags apart.
April 24th, 2013, 10:19 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by leorimolo
Oculus+Fleshlight
Also due to HER* nature a little shock or too down there wouldn't be a terrible idea.
Also this might be a stupid question, but are you porting the engine to some extent? Like can it read halo maps and probably spawn points, have a base set of weapons?
Edit: What I mean is, open halo1 maps, read BSPs, probably spawn and objective then handle the rest of the tags apart.
No, I have no plans to do that.
I honestly know nothing about reverse engineering game files like that. (aside from plain text stuff) And if I were to ever research it I'd be working on an editing kit for Dark Souls haha.
What my engine can do is provide a platform for any game you want to make, though it's focused on multiplayer. I'm using halo assets to test things.
My goal is that when everything is finished it should take minimal effort to port just about any game to my engine if you have the assets. *wink*
This will be an open source project. I have been pretty heavily commenting my code explaining how things work as well. And I'm hopefully going to provide a very robust physics library. (the current one is very simple)
I am a little nervous to start work on angular velocity physics. The math involved with that is pretty brain melting. :ohdear:
April 25th, 2013, 03:07 PM
homebrued
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
One q: What is the goal of this project?
That is a good question.
April 26th, 2013, 01:40 PM
Limited
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
And honestly java has not limited me at all so far. All the performance issues I've had have been due to my code being unoptimized.
Well soon you will hit issues with garbage collection, Java is really not great at managing it, you've mentioned you pretty much havent focused on thinking about garbage collection at all in what you have coded so far, it may work now but when you ramp things up it will become an issue. You havent managed it yet, so when it kciks in, it will block and halt the game up, which depending on how much it needs to clear up, can be multiple seconds, you really dont want that locking your game up do you.
Physics will probably be one of the hardest things for you to nail down, mathematics in Java is pure ugly and you will find it a headache.
Theres a reason why mainstream/indies dont use Java, its uncommon for games, its considered slow, its not a low-level language. I do wonder, what did you pick Java at the start? What was your thought process?
Are you at least using LWJGL?
April 26th, 2013, 06:13 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Limited
Well soon you will hit issues with garbage collection, Java is really not great at managing it, you've mentioned you pretty much havent focused on thinking about garbage collection at all in what you have coded so far, it may work now but when you ramp things up it will become an issue. You havent managed it yet, so when it kciks in, it will block and halt the game up, which depending on how much it needs to clear up, can be multiple seconds, you really dont want that locking your game up do you.
My engine doesn't generate much big garbage I'd assume. (It's not a game like mine craft which throws away enitre chunks from memory all the time) All forms of "assets" are loaded, cached and reused. IE Once I load a weapon model or sound or animation it's loaded and used for every every object that needs it and held in memory until you load a new map. When a new map is unloaded that's when big garbage is going to happen.
Quote:
Originally Posted by Limited
Physics will probably be one of the hardest things for you to nail down, mathematics in Java is pure ugly and you will find it a headache.
I already have physics, I'm currently using point physics on most items and projectiles. I'm using spheres for players right now (going to use cylinders later when I learn how to do that) I also have basic model based collision as well. Physics is currently less of a performance issue than GLSL right now. GLSL perfomance is my current focus. And additionally, physics are done "in the cloud" for the multiplayer aspect so a lot of it won't be an issue.
The part I don't have is angular velocity physics and ragdoll (soft body) physics. That's going to be a last touch most likely.
Quote:
Originally Posted by Limited
Theres a reason why mainstream/indies dont use Java, its uncommon for games, its considered slow, its not a low-level language. I do wonder, what did you pick Java at the start? What was your thought process?
Meh, don't know. This was my first massive programming project so I thought it a good idea to use a language with less low level management. I'm not trying to make cry engine 3 so I really don't think I should worry about performance to a massive degree. I do know if I write another engine it will probably be c++ now that I have a pretty thorough understanding of how structuring a game engine goes.
Quote:
Originally Posted by Limited
Are you at least using LWJGL?
Of course, I already stated that. Speaking of LWJGL, I hope they get occulus rift support. I'll put that in my engine.
April 26th, 2013, 07:23 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So here's another random test. UV animations are now possible with shaders. Will moslty use it for plasma effects and water and stuff but I just made some trippy ground shaders for a test.
Blame FFMPEG for killing my FPS. The engine was running at around 155fps.
April 26th, 2013, 07:39 PM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Video is broken, you have a direct link?
April 26th, 2013, 07:42 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,