Topic: Performance improvement and new example

Hi there !

I'm working on a new example using "Yo Frankie" models,
Yo Frankie is the first Blender foundation open-game.

http://www.maratis3d.org/wp-content/uploads/2011/02/YoFrankieMaratis.jpg

I also used this time to improve drawing performance by using early-z rejection,
making this example running from 20 fps to 40 fps on my laptop, with 2 dynamic lights/shadows.
I will post more news soon on the website.

Cheer,

Anaël.

Re: Performance improvement and new example

fun stuff smile I hope this evolves to something really nice smile

Re: Performance improvement and new example

Example and new release are ready !
http://www.maratis3d.org/?page_id=13

I'll describe soon how to reproduce this example in a tutorial.

Cheers !
Anaël.

Re: Performance improvement and new example

Have you made its images on your own? And what about the graphic settings? How have you made its settings? Thanks...!

Re: Performance improvement and new example

anael wrote:

Hi there !

I also used this time to improve drawing performance by using early-z rejection,
making this example running from 20 fps to 40 fps on my laptop, with 2 dynamic lights/shadows.
I will post more news soon on the website.

Cheer,

Anaël.

Hi there, and sorry for late reply on this topic:
Isn't even 40 fps on this tiny scene rather poor, or is your gpu/cpu combo really low tech ?

NO offense, just hoping this engine is capable of epic scenes, as if not it will not work for my needs.

cheers and best to this engine wink
gm

Re: Performance improvement and new example

Hi, test was done on a laptop, not the best for 3d,
the scene is also not so light, using full pixel lightning with multiple passes and 2 dynamic soft shadows.

This scene is running at 60fps on my 3 years old desktop computer.

Re: Performance improvement and new example

anael wrote:

Hi, test was done on a laptop, not the best for 3d,
the scene is also not so light, using full pixel lightning with multiple passes and 2 dynamic soft shadows.

This scene is running at 60fps on my 3 years old desktop computer.

That might be enough then, as noted earlier from you, that exported out from a 3d app ( after slicing up before hand ), it would ease up requirements.

Does this easing up also apply to objects/lighting in each zone or just objects ? ( culling as in)

thx
gm

Re: Performance improvement and new example

Hi am using Unity 3d and i found this place here.

I like Maratis i have full control of the game engine bud am not familiar with Lua and dont now much about c++ .

wen using this yo Frankie i get everything bud no texture.

i now yo Frankie from blender am learning to use blender.

is there any way to use c# instead of c++.

Re: Performance improvement and new example

That might be enough then, as noted earlier from you, that exported out from a 3d app ( after slicing up before hand ), it would ease up requirements.

Does this easing up also apply to objects/lighting in each zone or just objects ? ( culling as in)

thx
gm

It's better to divide a big scene in multiple objects so the engine can eliminate the ones out of the screen,
there is a camera culling at object and sub-mesh level, and a basic occlusion culling.

Also, a lot of games use only baked lightning and simpler shaders.
This Yo Frankie test is a showcase, so it's more heavy in light that it needs to be for a final game.


Hi am using Unity 3d and i found this place here.

I like Maratis i have full control of the game engine bud am not familiar with Lua and dont now much about c++ .

wen using this yo Frankie i get everything bud no texture.

i now yo Frankie from blender am learning to use blender.

is there any way to use c# instead of c++.

Hi, welcome,
about your bug, try to be sure your computer is using recent 3d drivers, Maratis uses opengl.

If your computer is old or with a internal 3d chipset (included with the motherboard),
it's possible that the card doesn't support shaders or textures which are not with a power of two size (128x128, 256x512...).

The scipting is done in lua, and to access the engine SDK you need c++ (not very different than c#).

Re: Performance improvement and new example

I play wow and star sonata a 3d and 2d games and shade work fine am thinking wen i bring the yo frankie to the game engine it docent call the texture,on unity 3d i use deference shade and particle like water,snow,fire,and particle wen character teleport to another place

On c# i will try to get a converted from c# to C++ ,I wen to lua and i star to read about it hoping to get this language fast

I wan you to now am not a professional bud am a beginner in this game making