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Re: Photon Cycles, a luminous lightbikes game

Posted: Mon Aug 01, 2011 6:00 pm
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.

Re: Photon Cycles, a luminous lightbikes game

Posted: Sun Aug 07, 2011 1:55 pm
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?

Re: Photon Cycles, a luminous lightbikes game

Posted: Sun Aug 07, 2011 4:42 pm
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.

Re: Photon Cycles, a luminous lightbikes game

Posted: Sun Aug 07, 2011 7:19 pm
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.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 6:00 am
by Master Jademus Sreg
Version 0.45 is public. And of course I mention the contributors for the death messages in the loading screen.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 9:11 am
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.).

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 9:36 am
by Alevice
Previous terrain rendered wrong on lower graphics for a fair amount of people.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 9:53 am
by Lavarinth
Ricky loves those low graphics settings ;)

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 10:00 am
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.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 10:12 am
by Alevice
if pansies wanna draw solid lines and turtle themselves to death on their own time


FUck you.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 10:29 am
by Master Jademus Sreg
Hahaha. Fuck you twice.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 11:11 am
by Ricky_Honejasi
I see, I guess I didn't know the true specifics of the new terrain.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 3:15 pm
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.

Re: Photon Cycles, a luminous lightbikes game

Posted: Fri Aug 26, 2011 4:45 pm
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.

Re: Photon Cycles, a luminous lightbikes game

Posted: Sat Aug 27, 2011 9:53 am
by Alevice
COuldnt you handle collision by data?Using a hih damage inflicting bheavior