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Looks awesome!⚡ apparently I cannot say the same with the performance even with a small window 800x600. Then again it's still wip so understandable..😊

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Thanks. You should not use less than 640 pixels screenheight. It will readpixelfast 640x640 on the backbuffer. Yeah there is still some optimation potential, but what do you expect with 300k tris and 3000+ individual tree entities, plus a cubemap, rendering additional 6 cameras per frame. I have probably one of the cheaper onboard graphics cards and this is where the framerate starts dropping from playable to slideshow. But on a slightly better hardware I could play this with some NPC and some game idea.

But yes, there are still some options to make it faster. It'd be easy to just add fog and clip things 100m away. But I also like the far sight.

I see.. looking forward to more updates. This one reminds me of fredborg's water. Any similarities, derivation or new water techniques you added on this?

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This is from my entry into the best water contest, maybe 15 years ago (a sub on the water). Waves are based on the old plasma.bb, with 2 scalar copies interferring (as far as I see). Also, using vertex color to get some pseudo-volumetric water colorization, as seen in Far Cry back then, adds a lot to it IMHO.

Fredborg won the contest,but refused to take the prize, so it went to Inarie from Germany. Yeah, he won a swiss military knife ^^

Re Optimation: I have added an exporter for the copperlicht.js engine, all trees in one single surface mesh, and all grass in 4 parts (each one less than 32k tris or verts), and the terrain too, and it runs in the browser with a very decent framerate. So I may do the same in Blitz and have it running even faster, while displaying grass all the way to the horizon, too. In the LOD fading, I must see whether fading nearby low poly trees out using vertex-alpha is fast enough, and if not, just fade the highpoly version in and have it covering the low poly one somewhat. However, internal z-sorting of meshes with alpha textures may cause problems, where in the current version the individual tree meshes are rendered in their last positioning order, which z-sorted them during their creation.

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That's great info.. which reminds me, do you think it's possible to do environmental bumpmapping just like what you did with the plasma effect? It's kinda similar and I see that with your water demo entry, but a bit more elaborate where you also use a normal map to help with the outcome of the effect.

Anyway, looking forward to the Blitz optimization update.

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I just recently made some dot3 normalmap tests in Blitz. It was said it's static. I found a way to make it react on a moving point light, but it used up 4 texture layers.

You're absolutely right, having a mesh or terrain animated may be an unnecessary load on the cpu, it may be possible to make the cubemap take the bumpmap into account, so you could have nice water simply by animating the bumpmap. I suspect that's how the water in copperlicht works, it's one flat plane. I yet have to try it in Blitz.

Interesting, would like to see more of that if it's ready. I was also talking about more on making the diffuse texture distorted using normal map + plasma or wave pattern as that's basically how embm works.

A week ago or so I did try to mix them as described above, but the cubemap ignores any per-texel modulation of normals given by the normalmap. BTW do you know why my "jack airbourne" platform game for WebGL runs so slow on Blitzcoder.org? I'd be visiting more there but I felt like somebody gathered my IP and tried to hack me frequently after I have been there. They tried to erase/change  my phones password and lock me out. I wonder who's the webspace provider there, but then again I'm sick and tired of any dealing with rats, as these times have revealed how many of them exist. Other than making Schwab, Gates and Fauci into hostile NPCs in a standard FPS, I haven't got much motivation to deal with that "imperial" issue.

I see and would be nice to see some progress on that. Also no worries, the site is 100% completely safe and webspace provider based on US.

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Ok, thanks a lot.