Game test v0.01

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miso
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Re: Game test v0.01

Post by miso »

Simple, nice, and smooth. Also got greeted ;)
Edit: would worth it's own, separate thread.
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idle
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Re: Game test v0.01

Post by idle »

I'm away from pc at the momentt and can't try it but I agree with miso to make own thread for it.
Thanks for sharing.
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Re: Game test v0.01

Post by Carm3D »

minimy wrote: Wed Feb 04, 2026 8:58 pm You are right about everything.
Careful, I might get a big head.
minimy wrote: Wed Feb 04, 2026 8:58 pm If it's a good idea for me to open my jaw, I'll try.
If you want to get into technicals, men and women have differently sized dental arches. The men have larger dental arches. So you could potentially make two sets of teeth; one for all of your males characters, and another for the females.

http://vmede.org/sait/content/Anatomiya ... 000114.jpg
minimy wrote: Wed Feb 04, 2026 8:58 pmIt seems that you control the visual issue well.
When I started with lightwave it included a blade runner(1982) scene :lol:
I've been doing graphics and characters for a long time. :) I want to clarify something I mentioned earlier about the eye and the specular hilight: What I meant was that you could just say for the sake of simplicity that the eyes are perfect spheres, and just place a static specular in the corner and that will do. But if you want to go the extra effort to give more life to the eye, then animating the specular with respect to the cornea shape is a good step in that direction. The eyes are the windows to the soul, after all.
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Re: Game test v0.01

Post by minimy »

Testing video pack + tv fx + text RT.
video size 5mb. 500 frames.

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If translation=Error: reply="Sorry, Im Spanish": Endif
miso
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Re: Game test v0.01

Post by miso »

Looks cool.
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idle
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Re: Game test v0.01

Post by idle »

that looks really good.
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Re: Game test v0.01

Post by minimy »

Thanks friends.
I'm very glad you like it.
Now it's time to start assembling the puzzle.
If translation=Error: reply="Sorry, Im Spanish": Endif
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Re: Game test v0.01

Post by minimy »

When I started creating the scenarios I realized that they were too small for a proper ROLE-PLAYing game.
It occurred to me to create a multiland, but editing them was really complicated.
That's why I created this system that allows you to have multiple terrains, edit them and hide the ones you don't need to see.
When recording the video the FPS drops but in reality it has never dropped below 60 with synchronization and without synchro around 200 fps
I want to optimize it a little more so that it is not too much of a burden, just the terrain.


https://youtu.be/Ce8Eh2Iy6ZY
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Re: Game test v0.01

Post by Carm3D »

minimy wrote: Wed Feb 11, 2026 11:15 pmI want to optimize it a little more so that it is not too much of a burden, just the terrain.
What about LOD swapping out with lower polygon terrain sections off in the distance?
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Re: Game test v0.01

Post by miso »

Yes, lodding is a key if the map is large. The very far away chunks can even be rendered to a texture put on a plane as a standalone, updated only rarely, switching to mesh when getting close.
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Re: Game test v0.01

Post by Carm3D »

I did a little test here in Lightwave...

https://imgur.com/yJMlsU7

This is a single terrain square cloned 11 times (12 total). The edges are uniform on every side, so the terrain model can be rotated to 90-degree increments to break up the tiling. It does have seams in the specular shading, however. :|
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Re: Game test v0.01

Post by miso »

Minimys terrain is not from a 3d editor.. He creates them on the fly from heightmaps.
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Re: Game test v0.01

Post by Carm3D »

miso wrote: Thu Feb 12, 2026 3:10 am Minimys terrain is not from a 3d editor.. He creates them on the fly from heightmaps.
Yeah I was taking a bit of a different approach.
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Re: Game test v0.01

Post by Fred »

At this rate, I bet your game will be out before GTA6 :lol:
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Re: Game test v0.01

Post by Carm3D »

:D
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