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Yue

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Blog Comments posted by Yue

  1.  

    When I read your post I realized that my project has been going on for a few years as well. And doing a test I do not finish it, I have not even started it, this because I am in a continuous process of learning, and in the end I realize something, I am not a designer, nor a programmer, I only have as an excuse to create a video game to learn. But along the way I have learned many things, I have improved my skills, and possibly I will die and not make the video game, but I will surely try it many times. 

    Leadwerks is a tool, just that, the creativity, the effort is put by humans, I have UE5 installed but it does nothing by itself, app game kit the same, but

    Translated with www.DeepL.com/Translator (free version)

     

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  2.  

    The most complicated thing about this is that I am not a shader programmer, and I have to deal with making all possible configurations look correct, but I can't get it right. 

    I guess all this would have to go in a single shader, but no way, I'm just testing. 

    But you have done a great job.

    image.thumb.png.e68167fa5ff0db339864b18a59e26cd1.png

     

    • Like 1
  3. The world is the way it is, nothing is free even if they want to convince you of that. The business model implies that a good product receives updates in exchange for money. Money motivates the developer, and it is the only way to motivate him because nobody is going to do things for free.

  4. sdf At this point I am going to restart the project, I think it is the best thing to do and gradually check the performance. I note that I am with the effects of shadow and terrain defects in Leadwers and I have the concern that if I do this in C++ is much more stable, is it possible?

    image.thumb.png.e63c4aceebc66e0b62a9d238ad51c4b7.png

     

    CPU : I7 2600
    Ram : 24 Gigas.
    GPU : GTX 1050 2 Gigas.
     

  5.  

    There are many factors that influence the drop in performance.  The first one identified is the particle system, in the game I use about 1,000 particles that the emitter activates under certain circumstances, but apparently even if the emitter does not start, those particles affect the performance, just by putting 1000 particles in the emitter without it starting. 

    In this image the emitter is at 250 particles, and I have removed the rocks.  

    Translated with www.DeepL.com/Translator (free version)



    image.thumb.png.7b01abf2295d8454efc2bb631d08cf0e.png

  6. Eventually something points to the particle system, I've turned up the particle max and I get this.  The weird thing about it is that the emitter hasn't started, and apparently they are taking up system resources and lowering performance.  I use an average of 1000 particles in the storm emitter. 

    image.thumb.png.6b1d7890364ac98d481c45b9e02e2ad9.png

  7. In this case my approach could be the following, The enemy character controller should be activated exclusively when in a range very close to the player.  In my case I have removed two rows of meshes one on each side of the scene. And only the closest ones have the character controller activated.

    image.thumb.png.bad17fbf256eb312c6fcd1ec76019018.png

     

    image.png.2a8ce6d9c4b533a7f7594ca6f47c7f94.png

     

    This is bringing me to a point of restarting my project based on these aspects of checking performance.  And trying to have the best approach so that it doesn't hurt me in terms of FPS.

  8. 2 hours ago, aiaf said:

    More higher resolutions in the options , up to 4k , 4k monitor are not that uncommon this days.

    Some ideas:

    • You could find a base where there are oxygen tanks or recharge the current one
    • The storm could be used as game play element, getting the player lost from the base
    • Add some beacons that can be put in the ground , like a stick with a flickering light , and you can make paths with them to find your way in the storm

    Once i see where you are going with the game play i can provide more feedback :)

    You have most of the elements to start making some game play,

    I really appreciate your comments, on the one hand I think that the hardest part of programming is to have creativity and motivation and your suggestions are a good step to start giving playability to the project.
     

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