Photon Cycles, a luminous lightbikes game

User avatar
Master Jademus Sreg
Terran Battlecruiser Janitor
Terran Battlecruiser Janitor
Posts: 190
Joined: Mon Sep 25, 2006 2:32 am

Re: Photon Cycles, a luminous lightbikes game

Post by Master Jademus Sreg »

Implementing No Gaps will probably be the most challenging technical feat of this update. But there's a fair amount of demand for it, so I intend to make sure it's included.
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Ricky_Honejasi »

Master Jademus Sreg wrote:Implementing No Gaps will probably be the most challenging technical feat of this update. But there's a fair amount of demand for it, so I intend to make sure it's included.
Unless I am missing something crucial, it doesn't seem it would be that bad to do.

I am aware there is limitation for trigger firing (max every 0.0625) and such. However, can you just remember the earlier position that you made the earlier wall so that when the trigger ticks in then you create a double wall (the normal one + the one to fill the usual hole) at the new position the car is?
User avatar
Master Jademus Sreg
Terran Battlecruiser Janitor
Terran Battlecruiser Janitor
Posts: 190
Joined: Mon Sep 25, 2006 2:32 am

Re: Photon Cycles, a luminous lightbikes game

Post by Master Jademus Sreg »

I need to draw a line between the previous and current positions of the Photon Cycles, and create barriers along the line at increments corresponding to the radius of the photon barriers. I don't have to worry about the trigger event limitation, as my action loop is a while-wait-0 loop, which iterates at 1/32 game second intervals.
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Ricky_Honejasi »

Master Jademus Sreg wrote:[...] as my action loop is a while-wait-0 loop, which iterates at 1/32 game second intervals.
Hmm, interesting detail to know.
User avatar
Master Jademus Sreg
Terran Battlecruiser Janitor
Terran Battlecruiser Janitor
Posts: 190
Joined: Mon Sep 25, 2006 2:32 am

Re: Photon Cycles, a luminous lightbikes game

Post by Master Jademus Sreg »

Version 0.45 is public. And of course I mention the contributors for the death messages in the loading screen.
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Ricky_Honejasi »

Oh yes, about your map ...

Last FFS we played it, we tried it with No Gaps (and I think superspeed if it matters) and it lagged quite a lot. While I probably had 8-10 FPS in worse case scenarios, I am sure a few had like 1-2 FPS.

Also preferred the previous terrain even it looks more basic (but simpler, less textures used thus possibly less laggy, etc.).
User avatar
Alevice
Zerg Drone Masseur
Zerg Drone Masseur
Posts: 373
Joined: Fri Aug 25, 2006 5:51 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Alevice »

Previous terrain rendered wrong on lower graphics for a fair amount of people.
User avatar
Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6539
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet

Re: Photon Cycles, a luminous lightbikes game

Post by Lavarinth »

Ricky loves those low graphics settings ;)
- - Lavarinth
Campaign Creations Administrator
User avatar
Master Jademus Sreg
Terran Battlecruiser Janitor
Terran Battlecruiser Janitor
Posts: 190
Joined: Mon Sep 25, 2006 2:32 am

Re: Photon Cycles, a luminous lightbikes game

Post by Master Jademus Sreg »

As Levi pointed out, the old floor did not render correctly on lower graphic settings. demonstrated here. And the new terrain uses at most 1/6 the polys of the former, doesn't use animated textures, and is overall less of a burden to render. Additionally, player colors are more distinct against the black, making them easier to identify.

I don't like No Gaps; it's boring option for pansies and a huge burden on performance. I don't encourage anyone to play it, and actively punish people in game who do it by turning them into cows and sheep. But it's not an issue that can be solved in a satisfactory way, since making walls with no gaps necessarily involves lots of polys. But if pansies wanna draw solid lines and turtle themselves to death on their own time, I grant them that freedom.
User avatar
Alevice
Zerg Drone Masseur
Zerg Drone Masseur
Posts: 373
Joined: Fri Aug 25, 2006 5:51 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Alevice »

if pansies wanna draw solid lines and turtle themselves to death on their own time
FUck you.
User avatar
Master Jademus Sreg
Terran Battlecruiser Janitor
Terran Battlecruiser Janitor
Posts: 190
Joined: Mon Sep 25, 2006 2:32 am

Re: Photon Cycles, a luminous lightbikes game

Post by Master Jademus Sreg »

Hahaha. Fuck you twice.
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Ricky_Honejasi »

I see, I guess I didn't know the true specifics of the new terrain.
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8328
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: Photon Cycles, a luminous lightbikes game

Post by IskatuMesk »

How high poly are your blocks, exactly? I can't see the lag being related to polies. Pathing and collision maybe, but not polies. I put dozens of 110k tri models into sc2 with no fps drop.
User avatar
Master Jademus Sreg
Terran Battlecruiser Janitor
Terran Battlecruiser Janitor
Posts: 190
Joined: Mon Sep 25, 2006 2:32 am

Re: Photon Cycles, a luminous lightbikes game

Post by Master Jademus Sreg »

Collision is scripted, and done in such a way that the workload remains nearly constant; SC2's pathing may be the problem, but if that's the case, it's beyond any ability to help. There ought to be very little pathing calculations to be done, since the number of mobile units in the map can only decrease and there is nothing around which to move in any case.
User avatar
Alevice
Zerg Drone Masseur
Zerg Drone Masseur
Posts: 373
Joined: Fri Aug 25, 2006 5:51 pm

Re: Photon Cycles, a luminous lightbikes game

Post by Alevice »

COuldnt you handle collision by data?Using a hih damage inflicting bheavior
Post Reply