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  • in reply to: Questions #208
    Sponk
    Keymaster

    I don’t really look into other engines since most of them are proprietary anyways. Mostly I read the docs since they show how those engines are structured from an API perspective. I mostly read the original Maratis source code since no real docs exist and the code is the only hint on what’s going on in there.

    Thanks, but you don’t have to send me those books 😀
    If I need a book I usually buy it 🙂

    About your 20 characters: I found that the bottleneck is not the rendering pipeline but more the physics engine. I can render about 120 animated karts in my game at 100+ FPS without problems. What slows things down are all the physics calculations. Then again, I do have quite a beefy rig so you could have different problems than I have.

    Another thing: Don’t optimize if the user experience is not harmed by not optimizing your game. Premature optimizations kill your game before it is even playable. Write your game and see how it runs. If it is too slow look where possible problems are and then optimize just those bottlenecks. Nothing more and nothing less.

    in reply to: Future development #207
    Sponk
    Keymaster

    Yes, navmeshes are in my personal plan. Just not for 1.0 yet. You see, I’m currently the only developer and I can’t do everything at once. I have all planned features for 1.0 on GitHub as an issue. Smaller features can be added to the list but they should not be too big. Navmeshes currently are.

    In the meantime you could look into a plugin Nistur wrote: https://github.com/nistur/MRecast
    I think basic AI will be in 2.0. Probably earlier in a smaller point release.

    The better profiler will be in 1.0 btw. since it is very useful for testing performance on Android.
    I think I will include it in 0.5. The 0.4 release will mostly contain new networking stuff and graphics features as well as particle system improvements. And initial support for publishing for web browsers using Emscripten.

    in reply to: Future development #204
    Sponk
    Keymaster

    A more flexible profiler is planned but with low priority. There are things that are more important (and difficult) to make that need more time and planning. There will be a better profiler but not right now.

    If you want you can always get the latest source code and write it yourself. If your code is clean and works it will be merged into the git repository.

    Please note that the program is not named “Neo-Maratis”. Neo is based on Maratis but it is not the same!

    in reply to: Questions #201
    Sponk
    Keymaster

    Multithreading is already implemented and just needs to be used some more. That’s for all games not just yours.

    Hardware skinning will not be neccessary for your game since the isometric view implies that you have quite a distance between the camera and your scenery leading to the possibility of using lower polygon meshes and lower resolution textures. You don’t need super high quality characters if you plan an isometric perspective.

    Btw: If you want to show your product you can always upload some screenshots 😀

    in reply to: Questions #193
    Sponk
    Keymaster

    I already have an almost finished game on my harddrive.

    I will release it as soon as all features needed are merged into the engine since it uses functionality from a game plugin. My plan is to make it possible to do anything you need in a Lua script without any native code involved. This does not mean that it will be impossible to do any native plugin and should make development faster and easier.

    If you are curious: It is a kart racing game similar to STK or Super Mario Kart 64 😀

    And I still need a name…

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