David Williams wrote:
Looking very nice, I particularly like the ambient occlusion. What approach did you take did you take for that in the end?
The shading is the minecraft smooth shading algorithm as described here:
https://github.com/overviewer/Minecraft-Overviewer/blob/master/docs/design/designdoc.rst#smooth-lightingAdditionally each face has another scalar value associated it to help with differentiating between different faces on the same block. In my engine, the top face of the block has a scalar value of 1.0, the bottom has a value of 0.55, left and right have a value of 0.85 and the front and back faces have a value of 0.7.
I ran the game on my 7 years old laptop (
ATI Radeon Xpress 1150). I got a frame rate of about 20 fps on an average vertex count map (Ravenloft) with the smooth shading and anti-aliasing disabled, and the viewing range turned down. Pretty much unplayable.
I tried it on my parent's computer with a
Radeon HD 7350 and got a frame rate of 150. This computer is about a little over a year old (and not a gaming pc).
On my computer with a
GeForce GT 555M I get a frame rate of about 500 fps.
Do you think that the performance is acceptable? I don't think it's anywhere near the performance of voxlap or other engines like this
http://www.forceflow.be/2013/02/07/spar ... ss-report/I'm not sure what other optimizations I can make... I'm not even using any special lighting stuff right now. Everything is baked directly into the vertices.
Edit: another issue that I discovered when running it on the super slow machine was issues with the physics system (ex: falling through floors). I talked to mat^2 and he said that he switched from a custom implementation to using bullet3d for the game he is working on currently,
Subversive Takedown. Have you integrated physics into Cubiquity?