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Thread: Top Down City

  1. #41

    Top Down City

    sorry.. but i won't use any complex polygon soups - anyone that played
    gta1 knows what i am talking about, this is a game for pure fun not a
    benchmark game like quake 3..

    altrough i will consider about bump mapping - the effect would just simply
    make the game amazingly more detailed, and don't worry about the fps
    the pics are made on a P2 celeron 366 and a geforce4 - it is the slow cpu..

    at my other programmer it ran over 300 fps.. and i will limit this to
    30fps at the end.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #42

    Top Down City

    Quote Originally Posted by Delfi
    sorry.. but i won't use any complex polygon soups - anyone that played
    gta1 knows what i am talking about, this is a game for pure fun not a
    benchmark game like quake 3..
    GTA1 poor graphics or messy C/C++ syntax were not intended to be cool. Poor hardware in those times. Now people buy new hardware and expect more work from programmers. Dont worry about to complex scenes. Real problem are not number of triangles but fillrate so if you add few more triangles framerate wont go down.

  3. #43

    Top Down City

    Quote Originally Posted by Goliatus
    Quote Originally Posted by Delfi
    sorry.. but i won't use any complex polygon soups - anyone that played
    gta1 knows what i am talking about, this is a game for pure fun not a
    benchmark game like quake 3..
    GTA1 poor graphics or messy C/C++ syntax were not intended to be cool. Poor hardware in those times. Now people buy new hardware and expect more work from programmers. Dont worry about to complex scenes. Real problem are not number of triangles but fillrate so if you add few more triangles framerate wont go down.
    thats exactly the problem - the game generates all the geometry from cube
    map at runtime, i tried using pre-made display lists for all map cubes, but the
    fps was cut into half.. vierd indeed!

    the hardware is also my problem - i have poor hardware, 5 years old computer!
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #44

    Top Down City

    Quote Originally Posted by Goliatus
    [..] GTA1 poor graphics or messy C/C++ syntax were not intended to be cool. Poor hardware in those times. Now people buy new hardware and expect more work from programmers. [..]
    Do you enjoy a game only because it uses the latest 3d hw features ?

  5. #45
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    Top Down City

    I don't know what level you're engine runs on, but Quake 1 was quite simple in design, but it it rran rather fast for it's level of hardware it was ment to run on.

    Then again, I'm no 3D graphics expert so I cannot tell if more poligons or faces, etc will effect what, but I'm sure that a few more values for natural effect won't hurt it that much.

    Then again the other imitated method could work too. What is you're hardware again?

    I have a x2 AGP with 8 MB of memory(ATI MOBILITY-1 Rage). Now thats old.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #46

    Top Down City

    Quote Originally Posted by holybyte
    Quote Originally Posted by Goliatus
    [..] GTA1 poor graphics or messy C/C++ syntax were not intended to be cool. Poor hardware in those times. Now people buy new hardware and expect more work from programmers. [..]
    Do you enjoy a game only because it uses the latest 3d hw features ?
    Of course not. I'm not 3denginomaniac as You probably think. However I think that it is better to write game which uses not DDraw but DX9. On modern hardware D3D is much faster than DDraw. Think about players

  7. #47

    Top Down City

    Ok.. i agree todays 3d apis are faster than DirectDraw. I don't damn that technical view on gamemaking, no i'm interested in technical aspects too. Programming AI, adjusting player input or creating good textures/drawings /animations is important too.

  8. #48

    Top Down City

    But saying that "i cant add stairs because of high polycount and low framerate" is a bit funny. Tesselation doesnt decrease framerate because it doesnt change fillrate. Key are details. In older games graphics with better sprites were advantage. Delfi should add more details to his game(?) graphics.

    Programming AI, adjusting player input or creating good textures/drawings /animations is important too.
    Yeah, and always key are details in game control or other gameplay elements. "Standard games" are not cool )

  9. #49

    Top Down City

    the game is made with opengl..

    i will repeat what i said; this is a simple game, made to be fun.

    i will repeat the thing #2: the geometry in other games is read from file,
    here all the info for one block is taken from a 3D grid and
    each cube face has texture number, rotation, flip and transparent numbers.
    and now i generate geometry for this thing at runtime, thats why my fillrate
    is slow and would be even slower just because you want stairs to be
    completely 3D..
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  10. #50

    Top Down City

    I've been following this thread for some time now and I think the project is quite cool. The pas couple of posts however are all about those stairs, something that is completely not interesting at all if you ask me. It's just a detail, compared to the stuff Delfi is yet to do. There still is a very long way to go. Working on such details so early in the project is not only time consuming but give very little results.

    Anyway, plz do keep up the work and I hope we can see a couple new shots soon.

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