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Author Topic: Stellar Frontier @ 64FPS  (Read 1363 times)
NiteHawk
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« on: February 17, 2010, 01:41:25 PM »

This is just a quicky, note that my computer cannot video record to well due to it being a laptop so there is a minor jump (If you even catch it). 64 FPS SF looks great. There are still some major things I need to do  (Adjust rotation, and speed of several things, such as explosions, some random rotating objects such as debris, etc.) But its just a sample of whats to come for 'DirectX'  wise in the alpha. I can't even go back to 16FPS now, it hurts my eyes to play SF at 16 FPS after working on the 64 FPS version.

And I'll just leave this here (Quick few seconds sample of smoothness glory): http://www.youtube.com/watch?v=eoopsYvPpao&fmt=22 .. I would recommend fullscreening it, or at least viewing it at HD mode Smiley

Trompete has also made some awesome breakthrough with the lag & network coding. He's found several things to optimize the network and raknet is almost put into place 100%. There is still alot to do for both of us but we are on a great start. We should have a very playable release, and I'm thinking about doing some advertising.

But again, this is the 'alpha' version, which means game engine/network engine adjustments only. Though those two are probably the biggest things we'll ever have to do for the game
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« Reply #1 on: February 17, 2010, 01:56:56 PM »

Awesome. Should be a great and playable game @ 64 FPS without lag
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« Reply #2 on: February 17, 2010, 02:04:37 PM »

Amazing, but the space in the ship name looks weird on the radar (as if it were a tab[?])
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« Reply #3 on: February 17, 2010, 02:55:01 PM »

I can see pretty much EVERYTHING has to be redone for 64 FPS, because that piece of debris at Terra is spinning wildly now, and the weapons go ridiculously fast (in terms of animation) now.
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« Reply #4 on: February 17, 2010, 03:14:25 PM »

Worry not, gentlemen. The timing issues are understood and will be fixed. We're not looking to release tomorrow. Humpty dumpty is just starting to climb the wall again.
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« Reply #5 on: February 17, 2010, 07:06:42 PM »

looks good great work guys ;]
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« Reply #6 on: February 18, 2010, 02:50:41 AM »

Yeah theres some minor issues with lower resolutions and DX tabbing things that needs to be addressed. No worries though, I will get that all good. It's my first time using directx and I had to study it like mad to get it to where it is. I know theres some optimization i can do to better improve it as well, but for now the FPS is alot greater and more stable. From what I can tell the GE also needs to be optimized (thats game play stuff and other things) as well, but that can come after.

For the most case the base is 64FPS on the game engine, and graphics engine will attempt to stay at 64FPS, but will be playable at lower FPS. Soon as I adjust everything to be 64FPS, trompete is going to adjust it so the display engine will be happy at lower then 64FPS.

And yeah, most graphics do need to be done as SF is made 'frame by frame'. I'll probably see if theres a quick solution for making images delayed instead of 'frame by frame' for the most case. This was more just a demonstration of the smoothness Tongue The thing is though we should embrace having more then 16FPS for images, make them smoother looking, etc. 36 rotations is 10 degrees per rotation, which is fine for 16 FPS, but in 64FPS, it looks choppy. You can still use it, but its choppy compared to the smoothness of the game. As for self rotating items like colony images and debris, I'm going to be redoing those to rotate alot smoother. It will look 10x better. You can probably get away with 72 rotations, but for the new ships there using 180 rotations, as I found this was the very smooth and gives a 2 degree arc, also gives more customization to where you want to fire too. Not so radical turns. I did try 120 rotatations (3 degrees), but I noticed a minor non 'smoothness' to it and I'm pretty set on making it as smooth as possible. 360 rotations was not different from 180. File size isn't a big issue using PNG files either compared to BMP.

Though in the future I'd like to use ONE image that rotates on its own, theres two issues with this. I need to add anti-aliasing (which smoothen out the image rotation) and image lighting, as all the images have there own 'special lighting' when rotating. The issue here is I thought that you could probably add sun 'sources' and make your own image lighting using directx, but this is more of a thing that uses SHIP MODEL FILES rather then SHIP IMAGE FILES to process the lighting properly. But we'll leave it for now. If I ever 'do' support models, I will always have it supporting image files too for people who'd rather use png/bmp/etc

Alot of issues were solved though, adjusting to 64FPS causes alot of issues with gameplay which I'm about half done. Also making it easier in the future if we ever need to adjust the max fps again, though I doubt we'll need to, its just better that way Smiley
« Last Edit: February 18, 2010, 03:09:56 AM by NiteHawk » Report to moderator   Logged

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« Reply #7 on: February 18, 2010, 06:24:47 PM »

It looks Pretty.

Oh so pretty.
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« Reply #8 on: February 19, 2010, 08:13:29 AM »

o wow...
looks very very very very very very very very very very very very  enticing...
* ChillFactor wants to get hands on that!
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« Reply #9 on: February 19, 2010, 03:36:24 PM »

ill be happy when i can burn a few thousands copies..
i still had vol to do any testing that needs done but it always seems im out of everyones loop..
no worries.  when the OE totally dominates the new game with hundreds of new players and the OE addie on our cd then someone will not ignore me as much.
wait and see. 

but as far as the vid i liked what i seen alot.
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« Reply #10 on: February 19, 2010, 10:53:58 PM »

...when the OE totally dominates the new game...

uh huh...
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« Reply #11 on: February 19, 2010, 10:57:40 PM »

Okie dokie..
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« Reply #12 on: February 20, 2010, 02:52:34 AM »

Keep the fleet love out of here. Save it for the game Tongue

Don't need a good post becoming a flamewar Tongue
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« Reply #13 on: February 20, 2010, 09:55:14 AM »

Keep the fleet love out of here. Save it for the game Tongue

Don't need a good post becoming a flamewar Tongue

uh huh...

xD
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