Game test v0.01

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miso
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Re: Game test v0.01

Post by miso »

I belive, that the original idea of yours was better: texture atlas for everything instead of multiple materials. That way, you can compose a single texture chunk of multiple static objects. (by not finishing a mesh, but instantly adding a new one later until vertexcount is not high)
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minimy
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Re: Game test v0.01

Post by minimy »

miso wrote: Sat Dec 06, 2025 3:00 pm I belive, that the original idea of yours was better: texture atlas for everything instead of multiple materials. That way, you can compose a single texture chunk of multiple static objects. (by not finishing a mesh, but instantly adding a new one later until vertexcount is not high)
Hi miso! No, the idea is the same: texture atlas for everything, But now can use up to 4 materials in one mesh.
All the 'subobjects' are into the mesh, Every object is not a submesh, real submesh is only for diferent materials (groupped).
Only four materials by default because i can change on the fly when import mesh in the program, but in editor i got 4 diferent materials for test.
The idea is when compose a mesh can use or not faces and vertex for, top,down,front,back,left,right and hole (tunel).
With this i can save a lot of vertex and faces. Just use the needed vertex and faces in every object.
The result is good balance between speed and architecture of the object.
In my test i got a hight rate of fps. Im happy with the result.
I think may need any primitive mesh more for any cases, but not bad now. :mrgreen:
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minimy
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Re: Game test v0.01

Post by minimy »

I did this landscape editor in real time to help me in the scenary creator.
Textures are load from images and convert to textures on the fly to avoid parseScripts().

Image

And here show the creation process in real time.
https://youtu.be/XmuzCVQHsTM
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miso
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Re: Game test v0.01

Post by miso »

minimy wrote: Fri Dec 12, 2025 1:38 pm I did this landscape editor in real time to help me in the scenary creator.
Textures are load from images and convert to textures on the fly to avoid parseScripts().

And here show the creation process in real time.
https://youtu.be/XmuzCVQHsTM
That's kinda cool. Also has a style ( in visuals ) I kinda like personally.
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Re: Game test v0.01

Post by Carm3D »

minimy wrote: Fri Dec 12, 2025 1:38 pmI did this landscape editor in real time to help me in the scenary creator
Very impressive! Are you going to make a smoothing brush? Or a texture / colour painting brush?
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minimy
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Re: Game test v0.01

Post by minimy »

@miso
Yeee, the result is very nice, im very happy. Thanks!
Carm3D wrote: Fri Dec 12, 2025 4:51 pm
minimy wrote: Fri Dec 12, 2025 1:38 pmI did this landscape editor in real time to help me in the scenary creator
Very impressive! Are you going to make a smoothing brush? Or a texture / colour painting brush?
Thanks carm3D!
Yes, i think include ather tools, but this is no based in real brushes is calculated on the fly to be fast.
No color paint because is not a textures, is a shader what is calculate in real time mixing textures and drawing bump.
Load map (with 65000 vertex) and show in about 40ms really fast to change locations in the game.
Now im trying add procedural meshes and textures for trees, grass, all this things.
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Re: Game test v0.01

Post by miso »

you can multiply the raisestrength with a smaller and smaller number as the distance is bigger from the center. ( to have a smooth effect )
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