That’s really nice man im happy for this achievement lets hope to see more updates like this buddy!
I can see the Grass optimization the grass is removed but it plays really well however the only issue might end up being the refresh rate of the screen i assume its probably 24htz or something…
Grass is actually what’s funny about this test. I didn’t removed it…just the Intel HD 515 doesn’t have the latest OpenGL and it just shows shader compile error and doesn’t render the grass shader.
The tablet screen is actually 4k and supports 30fps at 4k. I’m certain, in this case it is not affecting the game preformance.
I’ll optimize it even further by checking the fps at the beginning and disable/enable certain objects in arenas…like bushes,trees, rocks. I think I can acheve 30fps on this tablet with a little more work.
Interesting
But so far really nice man i can’t get to get hands on …
Darn i gotta register for that early BETA Access
You can man, anything’s possible at this point… this reminds me im working on my combat system next month so i’ll show you how i’ll tackle my combat system im also working on boss fights much similar to Jedi Fallen order
@haidme would you ever consider using UPBGE for any future Blender Game projects?
i seem to be insanely impressed by this guy’s work here lol
Perhaps this could be the way forward after Blender 2.79 regarding any future Blender games on your side, what are your opinions so far surrounding this suggestion?
I really don’t care much about the engine capabilities.
All I care is how fast I can do stuff in it. For now vanilla BGE is fastest for me.
However if UPBGE 2.8 achieve an acceptable level of stability(meaning to run on most Steam players PC’s without crashes and have a fully fledged standalone version) I may try it for my next game.
Otherwise, Unreal is my first choice if it comes to switching engines.
If Battle Arena achieve its goal to support the creation of Krum II - Gates Of Hell. I’ll surely consider Unreal as a game engine platform. But as I said it only depends on how fast I’ll manage to do stuff in it.
Meanwhile the FULL controller support in the game is almost done! And this time it is done properly and even exceeds my expectations.(Good thing is I have access to almost any controller type made on earth , so it is actually tested with tens of controllers )
I’ve developed an interface system to recognize the connected controller type: XBOX/PS/Direct Input(other joysticks) and then automatically handles the input so the controls are the same with each joystick type.
Also I’ve implemented a free cursor for the menus and “A”/“B” as “OK”/“ESC” shortcuts
In battle I “copied” the Sekiro game controller support. Also enemy locking/switching targets…etc.
A lot of stuff is done and it feels great for now!
I’ll post a video with the controller in action very soon.
One of the major goals for the BETA testers will be to test the controller functionality and how it feels. I myself am not a controller user and I really don’t know what players will expect. That’s why I just copied the controls and feeling of a famous recent game.
@Ratchet It’s vanilla bge. And actually yes, players will have to fight a boss at the end of the last wave. But it is not done yet. I’m aiming to start doing bosses after the early access release - mid summer. @Cotaks
About 6k faces without the weapon, as you can see in the image(upper bar info)
The detailes comes from the materials. This time I am using way more complex mats. AO,diff,normal,metallic,reflection…etc. per every object. Aslo 4k textures.
oh lovely, that’s not much at all. i expected to be around 10-12k.
4k textures as per ao/dif/spec etc or 1 (atlas)map with all of them for one character?
(if for each of them, then you can get performance there as well, tablets/old pc’s/laptops don’t like to much of 4k so you could lower that for those platforms)
No, I mean like for example the character customization background.
It’s also realtime. The only video I’m prjecting is the rain particles on the bg of defenders screen, the smoke in the weapon screen and the fire particles on the map screen.