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entropia3d
entropia3d

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From the development front Feb. 19

 Hey Guys, time for some words again. 

 I'm late. Yeah, I know.  Much apologies. 3 reasons:

  1. I had 3 colds incl. bronchitis, since beginning of the year (In 6 weeks). Thats crazy and hopefully just bad luck. This threw me really back in my schedule. 

 2. I'm creating a new scene with Rycca (see pic) where she shall choke the Raptor  with her    bare arms to get him fall into faint.  As just an animation it wouldn't be too difficult, but in a game I need to take care that it works in all situations. Rycca, the Raptor and the Player can come from  all different angles. So it's needs more effort then I thought (hmmm, when I think about  it, it always takes more effort then I thought before ;-) )

  3.  In Medival Level I'm running in a low framerate issue, the more girls are populating this world.  I need to use two new techniques which I need to implement and build some additional stuff.  (I'm really curiuos how the makers of  Skyrim solved this ? ... OK, their figures are much more low poly  :-)  ) 

 So, I'm on all this and do my best to get it done as fast as possible. Sorry again for the delay. 

From the development front Feb. 19

Comments

Good deal! Please, don't feel rushed, if at all possible. I'm quite happy with the lovely flexing in that most recent Modern level :~)

Chris McGee

Yep, you are right, I'm all aware of this ;-) First you mention is called frustum culling and is is done quite good by Unity itself. There is also Ocllusion culling, what doesn't work good at bigger world like Medival level. But maybe I just need to tweak some more. And low poly models are used for far away objects (called LOD). Thats why I especially mentioned Skyrim, because this is a very large world, and you can see far distant objects without culling. And yes, the 2d / billboards you mentioned is the new technique I mentioned I will implement now (just used very sparsely before) ;-) I just bought a new tool that makes converting 3D objects in billboards quite easy and takes care of different looking angles. So as a conclusion: Nope, the ways didn't seem to have changed over time ;-)

Entropia 3D

No worries. I'm sure you're probably already aware of this, but I'll mention it anyway, just in case you aren't: One of the many steps used in games like Skyrim to optimize the game and make it run smoothly is to de-render anything that isn't on screen. If the player isn't looking at the model in question, it should not be rendered in the world. I don't know if Unity/Unreal Engine handle this for you automatically. Also, when a character model is farther away from the player, it uses a much lower-poly version of the model. Also a lower-resolution texture map. This frees up quite a bit of video RAM and processing power, but it does mean that multiple versions of the same character model must be made, each at a different resolution. The further away the model is, the lower its polygon count and texture map resolution. Might even change it to a 2d sprite/billboard when it's really far away. And, of course, once it's super-far away, just de-render it altogether. Of course, this is knowledge from a really old way of doing things and perhaps things are different now, but this is what I remember from making stuff a while back. Also, my apologies if this is information you already know.

Chris McGee

Don't worry my friend, health comes always first... And thrilled to see the new updates! :)

-=']['igers@n=-


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