You know when you turn off all the lights under “Shading” and the fps go through the roof?
it is equivalent to make all materials ‘shadeless’.
the more ‘shadeless’ of the materials, the faster it gets
i do that and make my lighting/shading with
matcap textures (normal coordenates, negative division blend mode)
this way the material are shaded even tough ‘shadless’ is checked
using only one lamp for shadow(‘only shadow’ checked)
no need for hemis and extra suns
its kind of a deferred technique with foward rendering, runs fast and looks great!
TBW currently has this option of you can set it to the lowest setting on the current Pre-Alpha build but we choose to keep atleast the lights on, lol but the game has no serious noticeable differences to the overall visual quality at all; it simply looks okay just flat consistency in lighting and shader’s are off but there is a significant boost in fps +10…
low ends are able to run at 60fps constant no hiccups on spawns and ui switches…
yeah, great.
multitexture techniques while in glsl i meant XD
using material lod and lamp lod systems to switch between dinamic and ‘shadeless-shaded’ materials.
that makes for a Decent Optimization
Apologies for the lack of content and updates in the last 3 months, ive been in abit of a PITA Situation guys … (but im back and stable again!)
Looking forward TBW has alot to offer for 2021, id stay stick around and keep watch
on the thread, since ive only returned fully to its development last week Monday i will post the latest updates more this time around.
Lol you never know buddy, but yeah im back and working on it actively fulltime this year of 2021… My situation’s all sorted now i can work freely and comfortably and achieve results again lol
Thks for the feedback lol, ive got some new content comin up i have to showcase here on the thread as well as the Discord so i’ll be posting anytime soon.
I will be resuming this January on TBW-DEVELOPMENT 1stly on the Actual Builds then focus on what content needs to be finished off and remade again; due to the losses i’ve had last year of 2020 from SEPT!
“Lets go all out gunz blazing”
SO far so Good, this is a great year for the project; lets hope we all get what the project has to offer.
Best Regards, Happy New Year!
So in the meantime i fired up the last stable real build i worked on a really long time ago lol and so this is where the project will be picking up from with our next build being a follow up.
Below ive posted some screens of my mini game play again on Alpha Build Ver 0.0.1 i’ll be working on Ver 0.0.2 again.
[2021] Screens: (Alpha build ver 0.0.1 Throwback!)
Ive been so busy the past 2 months, so i decided to only work on the content this month due to poor time management on my part i had alot going on on my end!
So i’ll see what i can do in my next Video, perhaps i could start already showcasing some BETA Footage of what was achieved prior to 2019’s Alpha Build …
(We’re getting closer to content updates guys )
Apologies for the Delay Again! Ohh myy, i will do my best to not lapse Deadlines again,
Anyways before i can start rolling some Beautiful 2021 Stuffs I’ve been working on i decided to do a Little RECAP Video !!!
Just to remind long time returning viewers since it has been so long, I’m just setting stage for everything new 2021.
Otherwise New content is already on its way just be a Little More patient!
SO WHATS NEXT !!! - (BIG THINGS IS WHATS NEXT)
What’s next, is what I’ve always envisioned for these projects, and I’m working on delivering just that!
I’ll do my best to try and not take to long making content.
Its about damn time now, finally so i managed to get an active day and night cycle working compared to last time with an all spherical lighted shader this tiem around i doubled down on the final part on a couple nodes that saved me this time around.
Now we can say have to fully scaled planets in UPBGE !!!
With an active Realtime “Day” and “Night” cycle, this is really good for prototyping, im not sure how it will do on a full game; but the way I’m tackling it in TBW is that, every level is 1 planet as opposed to creating gigantic solar systems, with very expensive node setup atmospheric planets lol.
(so in this case, the full shader works now properly it just needs further improvements and expanding upon…)
I’ll post screens below of the previous one vs Now !!!
I will also work on a Planetary Terrain tesselation system instead of using advanced lod systems for terrain gen and batching. (Im implementing BPR’s system )
Also just to mention guys, there’s no BLOOM at all its all pure nodes, no filters no bloom whatever , all out UPBGE 0.2.0
So yeahh, but everything will be revealed in my next upcoming video, I’m just so happy I finally got this shader conquered; now I have a bit more room to breathe now and really setup all my New Planetary Maps now, its a REAL Breath of fresh Air, for me to start going back to creating new worlds and playable levels at enormous gigantic scale that UPBGE can master handling. (I’ll see how i can create Entirely NEW breathtaking fresh new worlds ive got abt 9 planets to make with all GROUND TO SPACE…
Your demos really look very good, but why don’t you use procedural generation for the terrain? or you use it? with things like procedural generation and maps of the galaxy in the form of binary data will give you the opportunity to generate the entire universe of “star wars”
Thanks, Yeah well actually Im using a form of Planet generation system which is currently in experiment in 0.3.0 and im working on importing it in to 0.2x.
This is about planetary optimization regarding polygon displacements in realtime, it’s abit of a headache but im currently using old methods atm. until Ive refined certain systems only then will i really get things working straight!
So right now im currently working on other aspects and scopes to my maps, im not really trying to replicate an entire galaxy map, though a map exists.
Players will travel to planets using the menu or seamlessly in mission cutscenes but not through an open world map.
TBW only has Orbital Space that’s as far as im pushing the Game Engine, with its current limitations !!!
The rest is just optimization work and making everything work and come together as 1 game.
Binary data can already be preloaded when you start the game that depends on what the player wants to play if they choose the campaign but it might add abit of weight on the processing.
The thing with BGE/ UPBGE is too much complexity = too much processing which slows down python, and thats what im trying to avoid.
many people have mid range to low end pc’s already the demands of this game has surpassed the low requirements, but it can be optimized in such a way that its possible for it to run on mid range hardware so with extremely large maps the only thing i can rely on is good optimization of the map at global scale, so procedural generation depends unless i want to optimize or terraform or tesselate the terrain as the player traverses the large open map whilst on missions.
Dont worry i was just testing the UPBGE 0.3.0 Build of the game so far its promising but i wont make that promise My focus is mainly on 0.2.0 And to deliver the standard version of the game that runs well.