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JMK

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Status Updates posted by JMK

  1. Another good idea works! Animated models will use instanced rendering in Leadwerks 5, with support for up to 4096 bones.

    1. JMK

      JMK

      Currently animated models are not, since the bone matrices change each frame. Leadwerks 5 stores all entity matrices in a single texture, so they can all be accessed by an instanced shader.  Also, animation updating will be performed on a separate thread, so I think we can have lots and lots of characters. We will see how fast I can make it.

    2. martyj

      martyj

      @Josh,

      You should allow the option to re-skin each different animated model as well.

      Currently if you take a model and apply a new skin to it, the change effects all the models like it. To get around this I have to load each player model for every instance in the game. 

    3. JMK

      JMK

      I plan on supporting texture arrays, so that might be a way to do this. (All skins need to be the same resolution and format.)

    4. Show next comments  27 more
  2. Culling time for 100,000 objects on the CPU has been brought down to 1-4 milliseconds!

  3. Seriously cannot believe how fast Leadwerks 5 runs!

    1. wayneg

      wayneg

      Lighting fast Leadwerks 5 and $499 HTC Vive be good match ?

  4. 4K, 240 hz, HDR, monitor technology is finally moving forward, but you can't have everything in one screen.

  5. Did not see much performance gain when multithreading the octree, to my surprise. I saved less than 10% when splitting it up into 8 threads.

  6. Is there a royalty-free library of BRDFs available anywhere?

    1. JMK

      JMK

      @Thirsty Panther There are no BRDFs included. :(

    2. Thirsty Panther

      Thirsty Panther

      Oh sorry.

      There is this set for academic use.

      https://www.merl.com/brdf/

    3. JMK

      JMK

      Strange that for all the requests I get for this, no one seems to actually have any content to use with it.

    4. Show next comments  27 more
  7. 60 FPS with 1,000,000 entities in the world...on INTEL graphics!

    1. tipforeveryone

      tipforeveryone

      Josh,  show us a video :D ? We need to see this awesomeness!

    2. aiaf

      aiaf

      Looking forward to testing this, Intel graphics getting better with new processors, I think can play Dota 2 with about 30fps

    3. theskb

      theskb

      What will be the be the best graphics card to run this game very smoothly or other games like GTA5, PUGB ect any suggestion? still, i am looking to choose a new graphics card or you can say want to upgrade my previous card. I have decided a card from this list http://www.thebestadvices.com/best-graphics-cards/ASUS GeForce GTX 1060 6GB Dual-fan OC Edition will be a good choice it costs around 350$ bucks and comes in my budget. Should i go for it?.

    4. Show next comments  27 more
  8. Switching up the threading design to make things even moar faster. Basically, the rendering thread has top priority and everything else in the game is just in support of that.

    1. JMK

      JMK

      The new design reduces latency and makes the rendering thread independent from the culling speed. Is good. 

    2. Ma-Shell

      Ma-Shell

      Why would you want to separate rendering and culling? That would only make this undesirable effect where objects are popping up if you spin too fast only worse

    3. JMK

      JMK

      Nothing is allowed to slow down the rendering thread, and there are tricks like predicting the next camera frustum that minimize errors.

  9. 100,000 entities. LE4: 9 FPS. LE5: 115 FPS. :)

    1. JMK

      JMK

      If I keep this up, the new engine will be an order of magnitude faster than every other engine in the world.

    2. tipforeveryone

      tipforeveryone

      That is what we need Josh, all game developer I mean hhehe

    3. Phodex Games

      Phodex Games

      @Josh I wish you the best of luck to achieve this goal :) because I really like the engine

    4. Show next comments  27 more
  10. Leadwerks 5 is so fast that integrated graphics might even be fine for VR. I cannot believe how well this is working!

  11. Another great day working on Leadwerks! I love you all.

    1. tipforeveryone

      tipforeveryone

      How is it going ? :) glad to hear that

    2. JMK

      JMK

      I'm working to split the rendering and culling thread now into two separate threads, for ultimate performance.

    3. CangoJoe

      CangoJoe

      " Another great day working on Leadwerks! I love you all. ", said the man who just got a new gf. ;) Good luck!

  12. Single-pass stereoscopic rendering using a geometry shader to double up the geometry works!

    1. wayneg

      wayneg

      Have to buy vive now with all this new speed on horizon.

  13. I got basic render tweening working. Game thread is running at 30 updates per second while the rendering thread gives 1200+ FPS with perfectly smooth motion. The idea works.

  14. Really interesting stuff...I'm running my game loop at 10 FPS and my rendering loop is running at 1700 FPS! Definitely requires a change in paradigm.

  15. Cool C++ example of a working command buffer here: https://www.leadwerks.com/community/topic/17251-syncing-objects-between-threads/

    This is great for multithreading.

  16. It is so cool to revisit an old design and approach it with totally new design parameters. The new renderer introduces constraints we did not have before, but the resulting system is capable of incredible levels of performance beyond anything that's ever been done.

    1. gamecreator

      gamecreator

      I'm curious about numbers for things like this and the model loading improvement.  Tempted to create a test scene/program.

    2. JMK

      JMK

      I will definitely have benchmarks showing different versions of the engine under heavy loads.

  17. Started working on our new zero-overhead renderer for maximum FPS. Very interesting stuff!

    1. Ma-Shell

      Ma-Shell

      Will the new one be based on Vulcan or did you abandon that thought?

    2. JMK

      JMK

      I am going to implement the architecture with the existing OpenGL rendering code and then see if MoltenVK supports everything we need.

    3. JMK

      JMK

      The World::Render() function has been replaced with this. It just iterates through all modified objects, sends the data to the culling thread, and returns. So the entire time of rendering disappears from your game loop:

      void World::Render(shared_ptr<Buffer> buffer)
      {
      	auto gfxdriver = GameEngine::GraphicsDriver();
      	shared_ptr<SharedObject> o;
      	gfxdriver->cullsyncmutex->Lock();
      	gfxdriver->rendertarget = buffer;
      	for (auto it = gfxdriver->modifiedobjects.begin(); it != gfxdriver->modifiedobjects.end(); ++it)
      	{
      		o = (*it).lock();
      		if (o == nullptr) continue;
      		o->Sync();
      	}
      	gfxdriver->cullsyncmutex->Unlock();
      	gfxdriver->modifiedobjects.clear();
      }

       

  18. Update is available on beta branch the implements new model picking code, with faster model loading.

    1. gamecreator

      gamecreator

      Nice.  Faster model loading is definitely useful.

  19. Twitter is a joke! They bring no traffic to this site. Reddit, Pinterest, and StumbleUpon all bring in far more views.

    1. Rick

      Rick

      Social media is such a moving target I have to think at some point we'll all just be fed up with all the flavors and expect our phones to just have a built-in social media platform that people will just use because it's easier and right there built-in, since we basically do everything with our phones involving social media anyway. 

    2. gamecreator

      gamecreator

      Isn't there some sort of good social media manager software out there?  Basically copying and pasting in various formats shouldn't be that difficult.

    3. JMK

      JMK

      Actually I did not notice Twitter traffic is coming from t.co, their link shortener. Still about a third the traffic as fb and a fifth of what comes in from reddit.

      Google plus brings in virtually nothing, and I plan to delete our g+ page soon.

    4. Show next comments  27 more
    1. AggrorJorn
    2. JMK

      JMK

      I don't see a mistake. They removed the page because sales were so low.

    3. Rick

      Rick

      Gotta experiment and be willing to fail to drive forward. I'm sure they learned a lot.

  20. The BFN texture will no longer be needed in the next build. It's being built into the engine.

  21. Do you like the forum coiors? The blue is a saturated light version of the same exact hue as the forum header. The green was copied from GitHub's green buttons.

    1. aiaf

      aiaf

      Looks good,  lately using it more from mobile

    2. AggrorJorn

      AggrorJorn

      nice improvement.

  22. Editable Lua demo posted in Leadwerk 5 Alpha forum.

  23. Does anyone have SebH's original BFN generator code?

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