Huge use of the new graphics stuff in the new BGE, will need a good GPU to run and Mmph!'s build.
You can’t say, complete the demo yet. See those rotating spheres, I’ll probably make it so you collect those in different levels.
Also note, I’ve gotton the new update out which includes section 3 of the level and now your object doesn’t go to sleep at the height of a jump while not moving, and a restart key.
VERSION 1 UP:
-Collecting logic and level advancing done
-Level 2 done
-Re-configure Blender setup to have the text instructions on the right and a window that fits the camera snug.
VERSION 1.2 UP:
-Workaround for mix node not working in latest build
-Shadow for player object, really a negative spotlamp, a new camera system had to be put in place for it to work, will cast some negative light on the player until Brecht gets layer lamps working for the BGE.
-Due to the new camera system finding the back and front of the player object could be hard, used red and yellow spots to indicate front and back.
VERSION 1.4 UP:
-Restore old node materials now that the mix node works again, also, the secret to getting multiple UV’s in node materials, meaning they’re now like they were intended
-Camera improvements, now you can change camera angle, when near a wall with property called ground camera moves to show you, ground property only seen in first level as that’s where it’s needed most.
-Beginnings of level 3, not close to being done yet, has some new springs
VERSION 1.6 COMPLETED EDITION UP:
-Found a stupid mistake, all keys weren’t set for the start screen.:rolleyes:
-Password system
-Completed Level 3
VERSION 1.6a:
-Forgot to tell how to use password system in instructions and forgot to change a value check in the third level for the spheres.
-Found out I forgot to restore collision to the faces I restored a node material to, fixed that, I shouldn’t have forgotton yet another thing/
The tech demo that can call itself a game has been completed.:yes:
Yeah, judging by the screenshot a new/good GPU would be wasted on this. You should be fine with integrated video manufactured within the last 5-7 years.
Node materials in the BGE is a very awesome thing to have for texture blending. More advanced then the texture blending systems of some other GE’s at least.
I learned a new trick to make the normal maps much more crisp.
In the normal map’s texture channel turn off the mipp mapping.
For a while there i was opting for higher resolution textures to bring out the details. With Mip maps off, i can use textures a quarter of the size and still have more detail.
Don’t turn the mipmaps off for the diffuse, or any other texture though, it wil give you visual errors.
The BGE’s GLSL can handle a level of high resolution textures now without too much FPS drop just because of the textures.
Usually for max detail in the Apricot build you can now use some 1024x1024 textures. This demo has 1024x1024 and 512x512 textures.
Also, with the nodes terrain texturing is not difficult anymore, you don’t even need a blending texture, just vertex colors so you save on filesize.
Also, I think there’s currently a limitation that node materials only use 1 UVchannel even though you see it in the 3D view, I hope Brecht can look at removing that limitation.
Managing the levels performance is also important. I propose that if you are going to use rooms (closed rooms) then I think you should add portals. Especially when those rooms are detailed (the inside) .
To be honest you can do more amazing things with raw GLSL which has been in the game engine (through Python) for a while now. I was reminded by someone else recent demo thread on the subject.
What I would love is to be able to use custom GLSL in the 3D viewport which would also work in the game engine AND in rendering. Though that is probably not possible as the render engine doesn’t use GPU shading calculations. To be honest, any programmable shaders (eg pynodes) that work both in the 3D view and in rendering would be wonderful to have.
Nonetheless, the recent improvements have been epic. Oh and nice demo Cyborg Dragon!
I’m just using the GLSL stuff that Brecht added to the BGE, and to be honest, I heavily lack the python knowledge needed to access GLSL in 2.46. Brecht’s GLSL makes more advanced graphics more accessable to me and many others.
EDIT: Jolly Good, I’ve reached a full 0.530 frames per second!!!
I’ve had stuttering with the old GLSL demos until I got a GeForce 7300 upgrading from a 5200, and I still can’t safely play Age of Empires with all the graphics settings all the way up.