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Josh

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Status Updates posted by Josh

  1. Making progress filling in the sparse voxel octree structure with voxelized objects. This is a very different and fun feature to work on!

  2. Posters are all shipped, should arrive in 10-14 days.

  3. I got the game tournament posters and they look amazing. (Click this update to view.)

    IMG_4749.JPG.449f0460b03c15c70aa4f83e3dcd6f7c.JPG

  4. Wooot! Sidebar is back!

    1. Josh

      Josh

      I don't plan on adding that since there is only one active group project.

    2. GorzenDev

      GorzenDev

      I miss the "search forum" option though, lots of duplicated threads will emerge without it..

    3. tipforeveryone

      tipforeveryone

      and mark forum as read

    4. Show next comments  18 more
  5. I voxellized a goblin today!

    1. gamecreator

      gamecreator

      As the cliche goes: pics or it didn't happen.  And also: why?

    2. macklebee

      macklebee

      voxelized a goblin? is that what you kids are calling that nowadays? in my day, it was just called beer goggles...

    3. AggrorJorn

      AggrorJorn

      Are you making a medieval remake of Delta force? A general blog about voxels would be an interesting read. As to why and how you approach voxels that is. 

  6. Has anyone gotten Visual Studio to compile a single project with multiple cores? It would be nice to use more than 16% of my CPU power.

    1. Josh

      Josh

      I got it working now. I renamed a build target and was editing the wrong one. This is great. I don't know why this isn't enabled by default.

    2. martyj

      martyj

      @Josh,

      You can turn debugging on in "release mode".

      You just have to add Debugging Symbols to your release build.

      I do that with my game so I don't link against the debugging Leadwerks libraries, but instead link against the faster Release libraries.

      I'd recommend this for anyone developing in Leadwerks 4.0

    3. Josh

      Josh

      @martyj The problem with that is important error checks the engine does in debug mode will be skipped. No OpenGL errors are checked for in release mode, but an OpenGL error in debug mode will stop the program.

    4. Show next comments  18 more
  7. What game will you make in Leadwerks 5, when the performance cost of anything you want to do is basically zero?

    1. tipforeveryone

      tipforeveryone

      wooop... that should be problem. I think when sunshadow and dynamic shadow from light sources are enable, FPS will be dropped so hard! Josh might handle that soon.

    2. macklebee

      macklebee

      I will be curious to see several animated characters using navmesh pathfinding with multiple lights, shadows, etc. and how much the performance takes a hit. Would be interesting to see if Josh will open up the navmesh parameters to be user defined and that the navmeshes be updated dynamically. If the performance is as great as it appears then this shouldnt be an issue...

    3. gamecreator

      gamecreator

      Dynamic navmeshes would be really nice.  I don't think we can open a gate to let enemies through right now with proper pathing, can we?  The issue though might be that I think Josh promised larger (streaming?) maps so that might slow things down again.  But maybe he can get clever here too.

      If Leadwerks really does attack these issues from all angles then I would seriously consider upgrading too.

    4. Show next comments  18 more
  8. I have an idea!

     

    1. CangoJoe

      CangoJoe

      Is it sing to text for the editor? For a more musical, hands free coding experience - I'm pretty sure its what the user base wants...

    2. gamecreator

      gamecreator

      ♪ Player gets knocked down, but he gets up again, as long as he has a life ♪

    3. Josh

      Josh

      It worked!

    4. Show next comments  18 more
  9. Another animation performance test here:
    https://www.leadwerks.com/community/topic/17307-animation-test-2/

     

    1. josk

      josk

      Coming up with Sorry dont have permission to view.

    2. josk

      josk

      View it from picture at top of forum, crazy  attacking Goblins, nice.

    3. gamecreator

      gamecreator

      Guessing the thread's in the Leadwerks 5 forum so some people can't access it.

    1. Josh
    2. Crazycarpet

      Crazycarpet

      Only $2000? sold. :lol: But in all seriousness, so overkill for gaming alone... at a point your GPU, and other hardware is going to become your bottleneck rather than being CPU-bound, this point probably comes way before you hit even 10 cores at maximum usage, lol.

    3. Josh

      Josh

      I can max out those cores with the new engine.

    4. Show next comments  18 more
  10. I’m 1000 feet underground in a Polish salt mine. Great setting for a game level. Looks a lot like Dear Esther.

    1. Rozen Software

      Rozen Software

      I've been there over two years ago. Wonderful, magical and very healthy place. I wanted make a game about ghosts lurking in those mines some time ago in Leadwerks engine. Maybe I will return to this idea soon. Have a nice trip in Poland Josh!

  11. Josh is in Poland!

    1. Josh

      Josh

      I came to see castles and it did not disappoint. Poland is actually super nice.

    2. Josh

      Josh

      Going to Wieliczka Salt Mine today. Look it up. 😁

    3. wayneg

      wayneg

      Looked at some pictures, wow, freaking awesome. 

       

    4. Show next comments  18 more
  12. I'm glad the technical Q&A forum is catching on and people are marking the right answers. Good job everyone!

  13. Hexadecimal numbers are stupid and annoying.

    1. Charrua

      Charrua

      i still do some low level programming and, when a float or integer value is transmitted on a serial link, byte order is relevant. And when in low level bits, bytes binary and hexadecimal are a must.

      But when not in "low level mode" i transform my self to a High level man, and thus, hate hex numbers :)

       

    2. wayneg

      wayneg

      I have no doubt, with some practice Josh will master numeric bases.

      I felt the way Josh did back in the 70's. I still use hex today for data dumps, encryption and higher order bases for compression. It's mathematics and it's beautiful thing.

       

       

    3. Slastraf

      Slastraf

      good that today it is almost not needed... Admittedly I know what hex is and how to count to F , but not much more than copy pasting memory values at best.

    4. Show next comments  18 more
  14. Finishing out the render tweening in anticipation of animation. It's quite groundbreaking stuff, but in retrospect I can't imagine designing a game engine any other way, it makes so much sense.

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

    1. Josh

      Josh

      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. Josh

      Josh

      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  18 more
  16. Culling time for 100,000 objects on the CPU has been brought down to 1-4 milliseconds!

  17. Seriously cannot believe how fast Leadwerks 5 runs!

    1. wayneg

      wayneg

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

  18. 4K, 240 hz, HDR, monitor technology is finally moving forward, but you can't have everything in one screen.

  19. 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.

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

    1. Josh

      Josh

      @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. Josh

      Josh

      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  18 more
  21. 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  18 more
  22. 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. Josh

      Josh

      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. Josh

      Josh

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

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