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  1. #1
    I get 100 FPS on the last one, very impressive -- although at least in this case, I'm sure you could improve the FPS by just having a 3d model, it's still quite amazing that it's generated from the image and looks so fantastic.

  2. #2
    Maybe you right. But! But if we want to know that — we must make same scene in 3d and watch fps. Unlikely my way to create terrains very easy to use. Even with shadows. And at my desctop it gives me an impressive 900fps (thanks to 336 shader processors).
    In other sight — quad is 2.5D engine from time I start to develop it. There is a lot of 3D engines. There is a lot of 2D engines. But I need very impressive 2D image for my games. I like 2D.
    This is not "just a demo".... heeey, look how I can!!! NO This technique was developed for my game. And game can be look like this:

    Notice that FPS is real and all gfx drawing with pretty small amount of code.
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  3. #3
    Beautiful! (Although I'm not too keen on the style of the bars on either side)

    I believe what's holding my laptop back is the graphics card, unfortunately. If I'm only getting 100-130 FPS now, I imagine it'd be a lot lower with your final game. So while you might be able to sacrifice 800 FPS on your machine and still have it buttery smooth, my laptop would only be able to handle a drop in 40-70FPS before it starts looking choppy. (Where VSync is said factor, at 60hz)

    I would love to see what other effects you put in though! (IE: dynamically lighting explosions)

  4. #4
    2dazappa:
    About FPS — in this demo uses 1024x768 rendertargets for high-precission rendering. But in case if we want better performance, we can downgrade rendertarget size. We can make it 512x512 and it will bring you at least 2x Performance. But we still can do it 128x128. It will look crappy, but i promise more than 200fps ^_^ to you.

    There are still lot of work to do. About dynamically lightning explosions and so on, but I like what I do. It's a great experience to me, because i didn't anything like that before. I think soon I'll show some other effects.

    2WILL: thanks m8. I really hope that someone is intererested in my work. But I sad to disappoint u. Quad based on DirectX9 and nothing else. That's why it bring so high quality of result picture.

    2All:
    I make blog about quad (http://quadengine.blogspot.com/), but it's on russian. If someone interested in it, I can try to write in english too. But English is not my native language, so it's really bad ^_^.
    Any suggestions?
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  5. #5
    Made some improvements and some shader tuning in last scene:
    And test with another textures:


    So what wrong here? I Feel some kind of unreal things here.
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  6. #6
    Beautifull effects.

    Oh, wish I had time to mess with shaders.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  7. #7
    That looks pretty good to me. Got a demo for us to try?

  8. #8
    Co-Founder / PGD Elder WILL's Avatar
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    Oh wow. These graphics are amazing!

    I kind of wish that this engine used OpenGL as well as or at least instead of. Especially considering that the new Delphi for Mac OS X is supposed to be coming out soon.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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