b1s
Member
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RE: Lucius
its room based.. inner walls of the room are one with roof and floor.
All the objects are added after that and outer walls of the mansion after that.
The rooms are separate so we can hide them when they are not visible.
When the player goes upstairs all the unneeded downstairs stuff disappear etc..
Almost every item in the game is a dynamic item and u can pick them up etc.
We have noticed that this has produced some performance issues because there are so much draw calls.
With that said the game still seems to be running very well.
With highest settings that it has and 1280x720resolution
my minimum fps is around 50-60fps and can easily get as high as 120fps.
My computer specs: Gtx275, E6750 2.6ghz and 4g of ram
That's my five cents of it.
(This post was last modified: 06-12-2010 01:19 PM by b1s.)
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06-12-2010 01:14 PM |
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Driklyn
Member
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RE: Lucius
(06-15-2010 06:41 PM)Barthap Wrote: I've just seen something on screen above. Look at the clock. It's 3 o'clock. But sun lights from window are orange, it should be later time. But it's only detail.
Wow, nice catch.
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06-16-2010 02:21 AM |
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b1s
Member
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06-28-2010 10:55 AM |
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Esenthel
Administrator
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RE: Lucius
looks very pro, but also very scary, I think I'm gonna have nightmares
the fire looks good
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06-28-2010 12:18 PM |
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ID0
Member
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RE: Lucius
Hell yeah, super! Lucius is generally very interesting and beautiful project, can be seen that the engine is used right Keep it up!
btw
(06-12-2010 01:14 PM)b1s Wrote: The rooms are separate so we can hide them when they are not visible.
When the player goes upstairs all the unneeded downstairs stuff disappear etc..
Can you tell me, how exactly you realized that? thank/u
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06-28-2010 01:42 PM |
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Zervox
Member
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RE: Lucius
Hoh, I like Lucius already, love his off moment at the end ; D little evil psycho ^^
Quote:b1s Wrote:
The rooms are separate so we can hide them when they are not visible.
When the player goes upstairs all the unneeded downstairs stuff disappear etc..
Can you tell me, how exactly you realized that? thank/u
Calculating visibility in height stages. below x height render, higher and lower than x height render higher than x render(for floors above second)?
Makes me also wonder, if you can background stream another .world file without loading it entierly? If so this could be what they are doing as well.
Also placing some box objects, surround each floor with a cube, tell the renderer to only draw the floors while inside one box.
or using object params to read what types they have and only render them when in player is in certain height etc. lots of ways to do this I guess?
(This post was last modified: 06-28-2010 03:35 PM by Zervox.)
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06-28-2010 03:24 PM |
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b1s
Member
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RE: Lucius
yeah.. no streaming or or box system yet.
if needed then we will probably add the box system that notices stuff..
we also have some manual parameter objects that we wont want to hide..
like in stairs etc..
there are some time to time distance/height checks etc.
no rocket science there.
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06-28-2010 03:47 PM |
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Salival
Member
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RE: Lucius
I've been checking out the films and what I can say is, You have done a very good job b1s. The game looks very nice and professional made.
Keep your project going!
You get 10 of 10 from me.
Ps, I liked this outdoor senen: ::Img::
What setup do you use ? HDR, Bloom etc.
(This post was last modified: 06-29-2010 07:40 AM by Salival.)
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06-29-2010 07:32 AM |
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b1s
Member
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RE: Lucius
Thanks! It's good to know that we aren't doing everything wrong here.
its not just me alone on the project
I think we are using about all the effects esenthel has to offer.
(This post was last modified: 06-29-2010 09:08 AM by b1s.)
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06-29-2010 09:08 AM |
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Dynad
Member
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RE: Lucius
How long are u guys on this project already?
There is always evil somewhere, you just have to look for it properly.
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06-29-2010 02:08 PM |
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b1s
Member
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RE: Lucius
well its been on production for 3-5 months..
and there were couple of months of prototyping and testing before that.
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06-29-2010 02:14 PM |
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b1s
Member
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RE: Lucius
Bumping this up. We have some new material up..
for instance a new trailer:
link
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08-18-2011 12:05 PM |
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