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AppGameKit Showcase / GameGuru Loader 4 AGK2.

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CJB
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Location: Essex, UK
Posted: 25th Apr 2017 11:28 Edited at: 25th Apr 2017 11:28
I'm not getting a \ggloader\media\gameguru\vegmask_result.png when I convert my level
Here's what I get:

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Preben
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Posted: 25th Apr 2017 15:41
That is strange , could you try to email me the .fpm file so i can try it , plemsoft@plemsoft.com
best regards Preben Eriksen,
CJB
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Posted: 25th Apr 2017 21:29
Thanks Preben. File is on its way.

Preben
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Posted: 28th Apr 2017 09:05
CJB fixed the missing terrain texture problem by checking "Convert DDS ..." option in the GUI , if anyone else has a similar problem

WIP: New water for the next update:





You can define how mush transparency you like to use:


Feedback / Ideas / Suggestions, welcome
best regards Preben Eriksen,

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hoyoyo80
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Posted: 28th Apr 2017 20:23
I wish i can use GG Waypoint in AGK2, cause i never code a waypoint system before. Haahah..BTW nice update
Preben
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Posted: 3rd May 2017 14:45 Edited at: 4th May 2017 15:22
New GameGuru Loader version 1.32, going out today.

daily3D.com: updated , just login and download.
TGC accounts: update ready, release Friday 5th.
Steam: update ready, release Friday 5th.

ggloader132.zip
GGLoaderGUI111.zip

GUI 1.11:

Include bug fixes.

A new status bar to show progress.

Run faster, and remember you can now use skip “copy/convert if already exist”, so if you get a new DLC / Media its mush mush faster now, huge thanks to Sascha

GameGuru Loader 1.32:

Bug fixes.

Added: TPP camera support.
https://www.youtube.com/watch?v=Iv3rcmJIo64

Added: Support for multiply GameGuru levels in the same AppGameKit project.
Instead of putting your level in /media/gameguru/ you can now also use /media/level1/ and call this function to load and play a new level - loadlevel("level1")
your first level must still go into /media/gameguru/

Added: Water shader. works on all platforms.





Get your copy here:
http://store.steampowered.com/app/623270/AppGameKit__GameGuru_Loader/

If you already tried GameGuru Loader, please post a review on steam, that would REALLY help me, and our friend GameGuru Loader
best regards Preben Eriksen,
CJB
Valued Member
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Location: Essex, UK
Posted: 3rd May 2017 17:07
Quote: "I wish i can use GG Waypoint in AGK2"
Preben did add GG waypoint support for NPCs (see the vid of the soldiers walking about the multi-story car-park earlier).
janbo
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Location: Germany
Posted: 5th May 2017 16:04
Hi,

Did you manage to cull the terrain like gl_ClipDistance would do or do you discard the pixels for the Water reflection and refraction and process the terrain two times ?

Using AGKv2 Tier1
Preben
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Posted: 8th May 2017 12:56
janbo: No the camera clipping dont seam to work not sure why, need to do some more testing
best regards Preben Eriksen,
janbo
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Posted: 8th May 2017 15:01 Edited at: 8th May 2017 15:04
I don't have GG Loader, so I can't say, but if you need/want some help ...just ask me
Or take my water shader as example, but it uses discard.

Using AGKv2 Tier1
Preben
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Posted: 9th May 2017 08:51
janbo: Thanks really appreciate that , i already use discard and vertex clipping , i thought you meant setting the camera projection matrix to do the clipping (without calling vertex / pixel) , think we discussed how we could do this before , i never got that working , but i do use LOD Terrain , i also made a DX9 version so you can draw your LOD directly in GameGuru ( https://forum.game-guru.com/thread/216864 ) , vertex is clipping flat triangles by adjusting the gl_Position this gives a nice boost, the rest is clipped using pixel discard. But i still think camera clipping would be the fastest way to do this
best regards Preben Eriksen,
janbo
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Posted: 9th May 2017 14:49 Edited at: 9th May 2017 16:07
Quote: "i thought you meant setting the camera projection matrix to do the clipping"

Yes I meant that.

Quote: "vertex is clipping flat triangles by adjusting the gl_Position this gives a nice boost"

What you mean with flat triangles ?
And what are you doing with the vertices then ? positioning them outside the view frustum, so it gets clipped ?


[edit]
Just read your other post ^^
As I understand it you indeed define a threshold of terrain height at which level you position the vertices outside the view frustum if they are at a LOD stage far away ?!
Uh when did you add DoF ?
I like your project very much
[/edit]

Using AGKv2 Tier1
Preben
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Posted: 11th May 2017 12:08 Edited at: 11th May 2017 12:09
Quote: "As I understand it you indeed define a threshold of terrain height at which level you position the vertices outside the view frustum if they are at a LOD stage far away ?"

In distance water goes from transparent to non transparent , when water is non transparent and cover terrain , it will check the normal in the vertex and if the normal is flat (normal.y > 0.98) and position.y < waterlevel , then the terrain is non visible (covered by water) , so it just place the gl_Position outside the view
You need to make your terrain underwater flat to use this , else the triangle could have one vertex above water and one below

GameGuru Loader users: You can just draw your LOD terrain directly in GameGuru to get a huge FPS increase, see link above. ( dark blue water in GameGuru = LOD Terrain ).
best regards Preben Eriksen,
janbo
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Posted: 12th May 2017 12:35
Okay, so its still a shader ...Vertex shader where you pass the water Height and you have the vertex position and normal in a vertex shader, you can then make your checks you mentioned...
Nice idea !
But the threshold at which distance the vertices get clipped must vary, not ?
I can imagine scenes where you could see the clipped vertices, for example if the viewer is near the water height and the potential vertices are very deep in the water.
So to make it stable, you must take the viewer into account.
You could calculate at which distance you can hide the vertex if you also pass the camera and view direction or the View Matrix.

I'm just curious and thinking out loud

Using AGKv2 Tier1
Preben
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Posted: 15th May 2017 14:36
janbo: It has a small safe zone so i have never been able to spot it , well above water , when you go below water i had to make some "dirty water" (fog) to hide it , but that looks pretty cool anyway ...

best regards Preben Eriksen,
Preben
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Posted: 15th May 2017 14:43
Added the water shaders directly to GameGuru, you can now download the shader from any daily3D.com account:

And its DX11 ready! ( if you do not know what that means, your missing out on some great GameGuru news , check the forum ).



best regards Preben Eriksen,
Preben
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Posted: 14th Jun 2017 11:16
ggloader136.zip. Available now on Steam/TGC/daily3D.com

Simple game play system and extra AI.

The first step in making a GameGuru FPS level playable without any coding.

Get some quick shooting action on Mobile/Tablet/WebGL/Mac/Linux or Windows PC.





Also add a full “WASD” / desktop FPS mouse control system, that will detect if your running on a mobile, and add a mobile control system if so.

Added:
* Enemy Characters can hold and shoot weapons
* Enemy Characters can fall and die
* The player can now shoot weapons
* The player can die when health is depleted
* Mobile device controls - virtual joystick and fire button
* Desktop First Person Shooter Mouse controls
* Enemy shooting decals animations
* When the player is hit a decal animates
* Player gun cross-hair added
* Added sound effects
* Music for the game is supported
* Directional HUD damage effect

Easy to define enemy character shooting range / rate / precision.

A simple gameplay system to give you a quick start on your next FPS game, use it as is (no coding), or expand it to your needs.

Subscribe on YouTube for more news:
https://youtu.be/Pby0SOznzDw

Order GameGuru Loader now!
http://store.steampowered.com/app/623270/AppGameKit__GameGuru_Loader/

Help, please leave a Steam review and let me know you did so, this will really help me and GameGuru Loader
best regards Preben Eriksen,
Chris Tate
DBPro Master
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Location: London, England
Posted: 15th Jun 2017 09:56
This is one of the best 3D projects I've seen come out for AppGameKit! A great way for the community to challenge the portable gaming market by bringing the benefits of Gameguru and AppGameKit together.

I hope this gets well used by the AppGameKit developers.

Well done Preben, keep on making follower-gainz in the steam community.
Preben
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Posted: 16th Jun 2017 09:57
Chris Tate: Thanks i really appreciate your nice words
best regards Preben Eriksen,
Bored of the Rings
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Location: Middle Earth
Posted: 16th Jun 2017 12:30
Yes, agreed, probably the best piece of software I've bought in a long time. Very proud to own this product and highly recommended. Well done again Preben, totally awesome
Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
Preben
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Posted: 17th Jun 2017 10:08
BOTR: Thanks

TIP: Soldiers can hold any type of gun , simple to change , search ggfunc.agc for "colt.png" to see how , it will locate and use the GameGuru "FIRESPOT" so you just need to set what gun to use and everything else is automated.



best regards Preben Eriksen,

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