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Blog Comments posted by Josh

  1. 34 minutes ago, Lethal Raptor Games said:

    Looks great!  What if we wanted to animate an object manually? Like use code to make a player walk over certain obstacles, is this possible?

    Bones can also be positioned with code, using many of the same commands as the entity system (although they are not the same code internally).

    • Thanks 1

  2. Just now, gamecreator said:

    Do you know yet if you'll improve on the navmesh (i.e.: make it dynamic) and the water (multiple non-infinite planes, return of oceans, rivers)?

    Navmeshes will be dynamic, and will need to be created in a certain area instead just being everywhere across the world. You can have multiple navmeshes.

    I am planning for water to use the same reflection system that is in use for all surfaces, so there is nothing special about its appearance. The physics would be easy to contain in a volume, so you could have lots of different blocks of water here and there.

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  3. The pink normal maps were bothering me so I made it so when the engine encounters a DXT5n image (these will only come from LE4 .tex files) it converts it to RGBA and swizzles the red/alpha channel. So you can say goodbye to pink normal maps forever, and I can remove the swizzle functionality in the Vulkan texture class. You should use BC5 for compressed normal maps.


  4. Decompression is fast, but I have not gathered any numbers. A fair test would be a zip compressed DDS vs. an unzipped Basis file. (Even if you store a Basis file in a zip package there is no point to adding zip compression because it won't make it any smaller.)

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  5. I was curious to see what would happen if I ran the compressable images through Crunch. The final result was 27 MB, which is 55% the size I got already and 25% the original uncompressed data size (with several minutes of processing time). This isn't a huge difference over the existing compression, but it's enough to consider working that into the pipeline in the future. For general texture data, it could definitely make your game install size quite a bit smaller, if you were using DXT but BC7 is so much better I don't see why you would want to.

  6. Actually I have found the bottleneck is in the data sent to the GPU. I added some tricks and now 1024 goblines are running at 450 FPS on my laptop, a bit faster than the original OpenGL version, even though everything is being drawn twice in the Vulkan renderer for the depth pre-pass.

    I am satisifed.

  7. I ran the test using the goblin model. On this machine 1024 uniquely animated goblins onscreen runs at 200 FPS. With the old renderer it runs at 380 FPS, but it's not exactly an even comparison. The Vulkan renderer is doing a depth-prepass, so all skinned vertices are actually being rendered twice, once for the prepass and once for the final pass.

    If all things were the same, I am sure the VK renderer would be going faster. So we are within the same range as my original tests, and now we have full lighting, normal mapping, and other stuff being processed.

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  8. 42 minutes ago, Ma-Shell said:

    What happened to 

    where you claimed 200 fps for 10000 characters? Was that all shared skeletons?

    I believe the bottleneck in this situation is actually polygons rendered. I previously chose the goblin model because it was low poly, so I should do some more tests using that model instead of the 4000 poly crawler model.

  9. 19 hours ago, Genebris said:

    I feel like this was already discussed but I forgot. Can you still move bones in script? How can you do procedural animation if bones aren't entities?

    They still have a position and rotation, they just don’t have all the extra features of the entity class.

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