Batch collapsing for the win!

Man I cranked up the batch collapsing and the draw calls went from 800+ to 40…AWESOME..
I love my engine!… Batch collapsing is a method by which I group sectors together and then sort all models by shader and shadermods. If they are matches then the models are combined into a batch collapsed model thus several draw calls or batches are combined into one. This DRAMATICALLY increases frame rates as a batch has a LOT of actions to it. Good stuff!! .. I also narrowed the culling frustrum a bit also which helped… good stuff!

More later!

HALLOWEEN PRESENTS OUT… ALL SUMMONS ARE CRAWLING AROUND YOUR MAIL BOXES IF YOU ALREADY HAD AN ACCOUNT BEFORE 4:00 CST….Have fun!

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Need a new tool

I created a tool that will reveal overdraw =). I used to use the Unreal one and love it. It is very simple and should not take long. A simple override that draws all polies at a certain transparnecy and they add up to white thus showing over drawn areas.

Here is a shot the whiter the area the more overdraw. The only exception is theseguys are usually culled with back face culling which I currently do not care about in this quick test…

I am FINALLY creating the first level for real and not in test runs. Everything is going really well =).

Here is the web site for mission one as I finalize it =)

http://ryanmitchellgames.wikispaces.com/Mission+1

more later =)

woke up early and got the multiple weapons system finished.

I am working on finishing the design doc for mission one before I complete the level. Here is where I am working…
http://ryanmitchellgames.wikispaces.com/Mission+1

Here is the preliminary map: (RIGHT CLICK OPEN IN NEW TAB TO READ)
https://i1.wp.com/ryanmitchellgames.wikispaces.com/file/view/Mission%20Map1.jpg/377439016/800x757/Mission%20Map1.jpg

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Now the AI can have any number of weapons that are weighted for use. IE they choose the weapon based of a weight that is stored in the ai database PER ai… So tonight I will be working on the list again and I will try to get more shots today of what I was doing this weekend on the game =)… Happy Monday as I too am currently at my day job =)

Here is the current list. I am sure there are a few things I will run across but it is definitely getting short =)
— Create level 1
— Affix camera tighter to fps view bone.
— Make reinforced walls actually stronger…
— Medics need an overcharge shield buff
— Pusbucket over charge
— Tank smoke charge for defense
— FOG OF WAR

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Tonight Weapons More Weapons!

The systems I have in the engine allow for each character to have an unlimited number of attack types. The AI decides what to use by a weighted number. Tonight I want to finish adding in weapons for all the chracters beyond their common weapon. Zangblood has a MASSIVE explosive attack along side his disease attack =).. I need to add those in then move to the rest of the list.. =)

Things are getting really close as I am sure you all can see =).. More shots and stuff later =)..

Whats left of the shrinking list =)

Gameplay:
— record random zombie groans grunts for random enemies
— record Zangbloods audio and set number of taunts / sounds…

— COMBAT
— Place in ai ability to choose a weapon based on uses probability stored in the weapon data
— chance of using that weapon
— On rest to chase select weapon based on chance.

— Zangblood needs a super charge or two…

— Create level 1

— Affix camera tighter to fps view bone.

— Make reinforced walls actually stronger…

— FOG OF WAR

LAST RUN FOR ALPHA TEST
— PLACE IN CELL TO FIGHT AND OBSERVE. LOOK TO MAKE IT LOOK GOOD FLOW WELL AND HAVE THE RIGHT RESULT.

Pus bucket

I am still finishing up the pus bucket we had a family issue hit the last two days that seems to be cleared up now 😉 I will post more OCD today as I get time in between the day jobs activities.

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Here you see his charge effect

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And here is the powerful swipe

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Zangbloods death effects

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Testing combat with Zangblood!

Going to be a tough guy!!

Zangblood shows up to find a large array of phaser turrets…

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Zangblood no likey and starts to demolish my defenses

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I throw three mini tanks at him…

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He blows one apart then starts to refocus on my huge array of phaser turrets

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And I lost =P…. Needed more traps for him to run through before he got to my husk…. REALLY MOVING NOW!…

Man I feel good about this game!

Update and his defeat!!

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BOOM

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BLOOD SPRAY

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Dead and pulsating!

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Whats left on my list!
Gameplay:
— record random zombie groans grunts for random enemies
— record Zangbloods audio and set number of taunts / sounds…

–COMBAT
—— PLACE IN CELL TO FIGHT AND OBSERVE. LOOK TO MAKE IT LOOK GOOD FLOW WELL AND HAVE THE RIGHT RESULT.
On Die Explode home.
— Should be done just needs a check maybe a good charge effect.
— PusBucket
— place in ai ability to choose a weapon based on uses probability stored in the weapon data
—–Zangblood needs a super charge or two…
— Create level 1
— Affix camera tighter to fps view bone.
— make reinforced walls actually stronger…
— FOG OF WAR
—–SOUNDS COMPLETED

Getting close yawl!

On a side note if you all are browsing other forums a mention of this blog could really help the outcome of this title =).. just a small request to spread the word if you get the chance =)….EVERY little bit helps…