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AppGameKit Classic Chat / Is there anything like a Minecraft clone out there, made with AGK?

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puzzler2018
User Banned
Posted: 4th Mar 2018 09:46
We could do with something getting over water

puzzler2018
User Banned
Posted: 4th Mar 2018 10:56
Added a mast



On with a Inventory GUI

Catch up later
Zep
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Location: From PA, USA. Currently reside in Hanoi, Vietnam
Posted: 4th Mar 2018 10:57 Edited at: 4th Mar 2018 10:58
You're dong a great thing puzzler. Keep at it! I find your work on this very interesting!

I can't run AppGameKit at the moment as I'm on WIN XP.

But when I get back to my beefy machine in a few months, I'll be sure to check this out and maybe even help.

Good work, man! (yes, I just assumed your gender....LOL)
puzzler2018
User Banned
Posted: 4th Mar 2018 12:15
Thanks - and no probs,

Here is an health pack



This is a really great project and learn lots
puzzler2018
User Banned
Posted: 4th Mar 2018 13:20
Got a health mechanism, it uses interopolation too


fubarpk
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Posted: 4th Mar 2018 13:34
The Assets are looking good

you have been busy
fubar
puzzler2018
User Banned
Posted: 4th Mar 2018 15:54
Thanks

Sorry though, im getting too carried away lol



Each of the objects assigned to the main object can be moved independently if required (Especially to fly around) this is why i did it the way i did
puzzler2018
User Banned
Posted: 4th Mar 2018 16:30
For example



Enjoy

Catch up in a few days
puzzler2018
User Banned
Posted: 4th Mar 2018 17:05
Go on then - just one more for today



Xaby
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Posted: 4th Mar 2018 17:36
@puzzler2018

your Bird is not Framerate Independent. But nice work. Maybe we need a little "Creation Tool", for making Objects on the Fly. Like "MagicVoxel", or a simple form of "SketchUp", which san can save not only OBJs or X-files, but maybe also if needed, AGK-Code. A little Vertex-Creator
Something like that, but simple.

http://www.maartenbaert.be/model-creator/
puzzler2018
User Banned
Posted: 4th Mar 2018 19:18 Edited at: 4th Mar 2018 19:20
Thanks Xaby - ill take a look

Over the next few days - im going to get my head stuck into GLSL Version 1.10 tutorials and programming

ps. Its certainly not for the faint hearted
puzzler2018
User Banned
Posted: 4th Mar 2018 21:33
I think I need to manage my time better, so thinking.

Evenings after work - Mon to Fri - World/Map work
Saturdays - World/Map work.
Sundays - Assets/Inventory system work

If any of you have any thoughts on any other assets like to see in here then please let me know


GarBenjamin
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Posted: 4th Mar 2018 22:04 Edited at: 4th Mar 2018 22:06
That looks like a very busy schedule. You are making progress every week and is the important thing. Don't forget it is not a job. Most of my free time outside of work is spent doing whatever and then I get the urge to work on game dev stuff. Sometimes daily for 30 mins to an hour for 2 to 3 days and other times maybe go 2 to 3 or even 4 days before I get the urge to work on it again and then might work 1 to 1.5 hours. I find it makes the time I do spend much more productive because am always fresh. Just throwing that out there. I know everyone is different.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
puzzler2018
User Banned
Posted: 4th Mar 2018 22:13
Your absolutely right - otherwise ill pop off before i get the final code in place lol..

Ill give myself some time away from the coding - whether it be a few hours to do the other normal life things and reminisce on progress

Thanks for pointing this out..

puzzler2018
User Banned
Posted: 5th Mar 2018 00:38 Edited at: 5th Mar 2018 00:39
This is not an app/game closest to my heart, its everyones it will be a mini game tutorial for AGK

If any got some more ideas then most welcome
puzzler2018
User Banned
Posted: 6th Mar 2018 19:33 Edited at: 6th Mar 2018 19:36
I havent forgot this one

Just getting my head around 3D memblocks creations and adjustments and shaders, will come soon with something

edit.. currently trying to decipher

Quote: "
CreateMemblockFromObjectMesh
Description
Creates a memblock from an object mesh. An object can contain one or more meshes, mesh indices are in the range 1 to GetObjectNumMeshes inclusive. The mesh is copied into the memblock so any changes to the memblock do not immediately affect the mesh, you must use one of the other commands such as SetObjectMeshFromMemblock to copy the memblock back into a mesh. The first 4 bytes of the memblock represent the number of vertices in the mesh. The second 4 bytes represent the number of indices in the mesh, this may be 0 in which case every three vertices represents a polygon, and no vertices can be shared. If the number of indices is greater than 0 then every three indices represent a polygon and vertices may be shared between polygons. Indices start at 0 so index 0 references the first vertex in the list. The third 4 bytes represents the number of attributes per vertex, e.g. position, normals, and UV data are all potential attributes, so a vertex containing all three would have 3 attributes. A vertex must have a position attribute, everything else is optional. The fourth 4 bytes represent the size of a single vertex in bytes, this can be calculated from the attribute data but is given for convenience. The fifth 4 bytes is offset for the beginning of the vertex data, so you can reach it easily. The sixth 4 bytes is offset for the beginning of the index data, will be 0 if there are no indices. After those 6 values, starting at offset 24, is the vertex attribute data. The vertex attribute data describes how the vertex data is laid out, for example if it has normals, UV data, etc. For each attribute there is a 1 byte data type, 1 byte component count, 1 byte normalize flag, 1 byte string length, and X bytes of string data for the attribute name. The data type will be 0 for floats (used for almost everything, e.g. position, normals, etc) or 1 for unsigned bytes (used for vertex colors). The component count is the number of values per attribute, e.g. position has 3 components, x,y,z, UV data has 2 components, and vertex colors have 4 components. Note that any unsigned byte data type must have 4 components even if some are unused. The normalize flag is only used for unsigned byte data types and will convert values in the range 0-255 into 0.0-1.0 for use in a shader. Usually the normalize flag will be 1 for color attributes and 0 for everything else. The string length byte will always be a multiple of 4 to simplify alignment issues, the string itself might have slightly less characters and be padded with null terminators, but read all the bytes sepcified and you will get the correct length string. The attribute name string will be used by the shader to recognise what the vertex data is, the attribute names recognised by AppGameKit are "position", "normal", "tangent", "binormal", "color", "uv", "uv1", "boneweights", and "boneindices", however you may add attributes with any name you like as long as you write a matching shader that has the same names. If you are not using your own shader and instead rely on AppGameKit to draw the object then you must stick to the above attribute names. Following the attribute data is the raw vertex data, which usually starts with the "position" attribute. It will be a 4 byte float for the X position, a 4 byte float for the Y position, and a 4 byte float for the Z position. This continues for each attribute specified in the attribute data. Note that color data will always be 4 bytes in total, 1 unsigned byte for each color channel. You can access individual vertices by using the vertex size provided above and the vertex index like so offset=vertexDataOffset+(vertexIndex*vertexSize). Lastly is the index data, if present. Each index is a 4 byte integer which references a vertex in the vertex data. Every three indices represents a polygon. If you plan on making regular changes to the mesh you should keep the memblock around after using SetObjectMeshFromMemblock instead of regenerating from the object it everytime you want to make a change. Then call SetObjectMeshFromMemblock again when you want to push your new changes onto the object.

"
puzzler2018
User Banned
Posted: 9th Mar 2018 17:44
Sorry guys - ive been couped up indoors with terrible man flu

crack on with the world this during weekend
fubarpk
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Posted: 9th Mar 2018 19:26
Hope you get well soon that man Flu is a killer
Take it easy and enjoy some time away
fubar
puzzler2018
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Posted: 9th Mar 2018 22:52 Edited at: 9th Mar 2018 22:54
Is there any reason why im on my own on this project... Just curious wth 5k views and no admissions
GarBenjamin
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Posted: 9th Mar 2018 23:24 Edited at: 9th Mar 2018 23:26
I contribute to views here occasionally but not to the project just because I am focusing on another project and the odd bit of quick help I can give on the forums.

To contribute to this project would require a much larger investment of time to "get my head into it", see where you are at, see what I could do to help, then focus on research & experiments as needed to that end then finally post a contribution.

If you have some specific thing you are wanting help with then definitely post it. But make minecraft in AGK2 is way too big of a scope for me to jump into at least right now.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Ortu
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Posted: 9th Mar 2018 23:26
Most people are busy with thier own projects I think.

This is a great community and incredibly helpful when it comes to answering questions, solving problems, and freely sharing knowledge and code, but it's never been one where you see much collaboration.
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
fubarpk
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Posted: 10th Mar 2018 00:53
@GarBenjamin

I think Puzzler would really like some help with 3dmemblock creations particularly joining blocks to make one 3dmemblock
if I understand correctly but my knowledge of memblocks is minimal
fubar
GarBenjamin
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Posted: 10th Mar 2018 01:08 Edited at: 10th Mar 2018 15:02
Ah ok I do remember reading posts in this thread on it a while back. I was thinking people had already gave answers on doing that.

I have never done it at all yet since I am still fairly new to using AGK2 but it sounds like something interesting to check out. So first we need to be able to push the two 3D objects (verticles, lines, triangles, quads whatever they support etc) into 2 different memblocks I guess. Maybe there is a command to do that or maybe have to do it manually using some functions to walk through the vertices no idea. Once we have the data then need to identify the sides in each block that are to be connected and then can do it.

Wouldn't it be a lot simpler to just have prebuild 3d models that represent 2 cubes joined, 3 cubes joined etc? Or not even look at joining the cubes truly and instead focusing on removing cubes that are joined and scaling the cube that was "joined" to and adjusting the texture and uv scale accordingly?

Just thinking out loud. I don't know what we even have to work with but I may take a look at working it into my fps project. That way I can continue focusing on that while hopefully coming up with something to help here. But basically if I can connect all of the floor cubes together and all wall cubes together and all ceiling cubes together that would be the idea right? Seems like a lot of work that instead could be put into making a game.

Also seems like even if I did that in the FPS game I would need to limit it on the walls to only stretches of walls because otherwise if it made one huge model of all walls seems like that would completely break collision detection.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
fubarpk
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Posted: 10th Mar 2018 05:09 Edited at: 10th Mar 2018 05:14
What ide like to see is the short code contests brought back where someone would have to create an entry
that loaded absolutely no media everything created from code with a limit to the number of lines. Judged
by the last person who won. That was a great thread and that was when I first learnt about physics in AGK

Here is the original thread AppGameKit code Challenge
https://forum.thegamecreators.com/thread/218129?page=1
fubar
Xaby
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Posted: 12th Mar 2018 09:46 Edited at: 12th Mar 2018 09:54
@fubarpk

Generating textures, 3D Models, Sprites, Landscapes and also Music and Sounds would be nice.
What about having a bunsh of assets for the contest. CC0 assets, maybe about 1000 or so, and the result combined with the game itself has to be not bigger than 100 MB together.

What? I am thinking about little games, but with same assets from the community. And we could later use these "games" to showcase some benefits of AppGameKit, but don't have to pack extra assets for each project into it, because the source Assets are the same.
So at the end we would have a bunch of Source code and maybe 80 MB of assets or so and would have a lot of fun and some more games. And the best, it would possible, to test in on Raspberry Pi, and also in the new Android AppGameKit App.

What I wish for the new contest or challenge would be things like:

- Portal Gun Effect with Looking throu a window, mirror or portal
- intelligent Third Person Camera, which is behind the character, but could move arround and in rooms it would be nearer and outside it would be a little bit far from the player. But the player-character would be seen everytime. Not hiding behind walls or trees or so.
- maybe with Thirst Person Movement (like in Super Mario Odyssee, Assassin's Creed, and maybe every other third person game)
- Prey Glue Gun.
- Easy animation system, or climbing on walls
- Car physics
- transparent video (combined video, where the MP4 contains next to eachother the content and the mask [black / white]), result is only the color where the mask is white
...
@puzzler2018
puzzler2018 wrote: "Is there any reason why im on my own on this project... Just curious wth 5k views and no admissions"


You are not alone. Some working on the AppGameKit problem with the baking meshes together, to avoid slowdowns.

I am for myself working on a workflow to integrate 3D objects in AppGameKit worlds easy for prototypes, but struggle with some basics. I think, reading and thinking about the Minecraft-Thingly is great, because it has a lot of puzzles in it and we all learn more about the potential of AGK.

I am working on an OUYA game project and hopefully can show it soon. I also would like to see it working on the Raspberry Pi, but I struggle to get any AGK-thingly to work on a Raspberry Pi. So there are some (a lot) construction sites in AGK. And I have to thing a lot in new ways for work arrounds.

I also wanted to make some 2D animations with Spine or Spriter, but it is very complecated to have some easy manipulation, without rewriting a lot from the ground up. So here it would be nice, to have a roadmap, to know, where to focus the next weeks or month.

You are not alone.
puzzler2018
User Banned
Posted: 12th Mar 2018 10:13 Edited at: 12th Mar 2018 10:14
Cheers guys.. Yes - ive become stuck - challenge awaits me when I can figure out how to merge objects to 1 object and then we will be great again.

I have had some fabulous coding about them on here - but I really need to understand them myself better. and even better to be able to code memblocks like the back of my hand as we say...

Also be able to comment them to the best of what i'm learning - so indeed to help the newcomers

Im still on with this.

Your thoughts and suggests just recently wont be forgotten..
fubarpk
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Posted: 12th Mar 2018 14:04
Quote: "Generating textures, 3D Models, Sprites, Landscapes and also Music and Sounds would be nice."


great idea Xaby
Puzzler has shared some great assets and getting back to the minecraft project we could each design an asset
I think to keep it in line in Puzzlers line of thought and making it a programming project we could generate them
with code.

If we made this like the code challenge they could be judged on relevance, appeal, and there prim load on the project
It could begin with Puzzler judging them and the winner would judge the next one, if thats ok with Puzzler.

Quote: "Cheers guys.. Yes - ive become stuck - challenge awaits me when I can figure out how to merge objects to 1 object and then we will be great again."

Memblocks are hard so dont get discouraged. I created a 3d project in one of the earlier engines GDK but wanted
a way to modify a terrain in real time for explosions. It was pretty much finished i just wanted better explosions as
a result i never finished it the way i wanted it but it looked quite good and had map editors alsorts completed.

Hope you have recovered from your flu puzzler


fubar
puzzler2018
User Banned
Posted: 12th Mar 2018 17:43
Thanks guys again

I really dont mind how we go on with assets and feel all have good intentions and ideas - only thing is im not really a great graphic artist with Blender and such like, so i built myself into primitives as you seen

Im thinking of been able to bring in your own models too anyway, with the use of an english readable editable file, which it loads and reads, i.e

Inventory.dat
[Object<num>]=[Filename],[Size]
Object1 = \media\axe.obj,1
Object2 = \media\TNT.obj,.5
Object3 = \media\flower.obj,.4
Object4 = \media\player.obj,.5
etc

Or something along those lines and they get populated into an type array for use with the app, dynamically

I also feel that this is anyones project so feel free to post any efforts or indeed work with what ive brought here so far. I really don't mind at all.

Although memblocks sound fast, but they wont be if changing things within a 3 cycle for loop - 100,000 times in one cycle for example - then we could say that this isnt fast at all.

So its about optimising the best of our abilities of game programming - if doing a really small 3d board game - then they would be perfect, but for this type of app. it can be quiet challenging.

Although too, if you feel like this is a challenging/judging thread - similar to the agk code challenge you mentioned earlier then thats ok too, but still would love this to be on a the board of a "AGK Small Mini Game Tutorials" thread like we orginally suggested it been - if thats ok with TGC to put one up nearer the time of getting something completed.





fubarpk
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Posted: 12th Mar 2018 22:30 Edited at: 12th Apr 2018 21:47
Here is a snowman I figure all snowfields need atleast one
now he doesn't have ears no arms and def needs a hat but
its a starter

fubar
puzzler2018
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Posted: 12th Mar 2018 22:59
Hey, it looks great.

Top man!

Thanks :-0
fubarpk
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Posted: 12th Mar 2018 23:49 Edited at: 12th Apr 2018 21:50
Ive also been thinking of the mouse over routine how we can show the selection when we are using colored blocks
The simplest way i can think of doing this is by turning on or off the set object light settings


A rolling menu could be used for inventory items they are easy enough to do something like this

the above comes from one of my older menus https://forum.thegamecreators.com/thread/217892

another way of deleting an object with the use of a shader could be done


by modifying the above pixel shader a shader could also be used for the mouse over event
with just one call to SetShaderConstantByName setting the color you want to increase in the shader
r#=255:g#=0: b#=0 will color the block a blueshade without using set color and by modifyin in the shader
the following to
with r#=255:g#=0: b#=0 will shade the block red which isn't doing much more than set object color
just was hoping I could modify the color of a object without losing the old color and needing a texture
unfortunately this way needs a texture. But the advantage of doing it this way it will revert back to the old color
settings when you are no longer calling SetShaderConstantByName so it saves trying to get the colors set to a
particular block and allows you to change it for events like mouse over delete etc This way you could easily use
your perl map to set the colors and perhaps only use one texture.

for example the new mouse over event might look like
and as soon as you are no longer over that object it will revert back to the last colors
I'm not sure if that's really any better tho as you have to clone the image or have double images
and you need to calculate the objects image or have it stored somehow lol as there is no
getObjectImage command but very fast if you want to color a heap of objects at once like what it
was originally designed for it can easily fade in all objects or fade out with the one call
could be used to fade in all objects once 7 seconds has passed there is no need to call
the set shader command
fubar
fubarpk
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Posted: 13th Mar 2018 01:38 Edited at: 12th Apr 2018 21:50
and added a top hat to the snowman
fubar
puzzler2018
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Posted: 13th Mar 2018 07:03
Wow - Cheers Fubarpk - I shall take a look at these tonight after work.

I see a shader in there too - awesome..
fubarpk
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Posted: 13th Mar 2018 07:28 Edited at: 12th Apr 2018 21:51
Thanks

The other way that a selection of one box at a time can be done is to have a slightly
larger box with 50 percent alpha placed at same location something like


but I haven't tested doing this approach

The shader is mostly usefull if you want to fade the land in gradually then the water, clouds etc
or the whole lot at once (but that could be achieved with a full screen black sprite) Once its game over
fading the objects out is simple enough to do aswell

The other thing that can be faked is a fog effect like what they use in 2d games so that towards the edge
of the screen it gets blacked out gradually achieved perfectly well with a sprite I think and allot faster
than having to do extra shader processing http://users.tpg.com.au/subarpk/blackCircle.png
load that pic into something like gimp and you will see how it works or place it at the front as a huge full
screen sprite on any program you wish the dimensions may not match but you will get the idea The only
time you need a shader to do this effect that I can think of is when you want to change the radius gradually.
fubar
fubarpk
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Posted: 13th Mar 2018 17:31 Edited at: 12th Apr 2018 21:51
Something to play with



Creates a pyramid of random colors
Fades them in
move mouse over blocks to show selection
Click Mouse then they fade out and program ends
I also added the blackCircle texture to show how the
fog may be used
fubar
puzzler2018
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Posted: 13th Mar 2018 17:46
Some impressive peices of code here - let me soak them in and see what can come up with, with the original world we have so far.
fubarpk
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Posted: 13th Mar 2018 18:10
Ofcourse
I'm still absorbing allot of your code to

just edited the previous using my blackCircle texture http://users.tpg.com.au/subarpk/blackCircle.png
that should help you understand what I was talking about I mean raving lol I should be in bed

the only changes above were adding a sprite overlay but its handy to see how a fog can be used with a sprite
and it makes my work complete for now. Curious to see what you do with it all, it took some playing with the shader
and textures
fubar
fubarpk
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Posted: 13th Mar 2018 21:42 Edited at: 12th Apr 2018 21:52
My shader didn't account for light or fog and now it does
Its basically the same as previous but with fog and a light source
and a scrolling menu with friction. The left button if not over the menu
will fade out while the right button deletes


Apologies for posting so much
but that's my best shader yet lol
My first shader blended two images together gradually and that never gave the effect I was hoping for
My Second shader was a 2d fade in fade out sprite shader which the declarations caused me grief
My third shader is the above one converting the sprite pixel shader from my second to 3d and
with the help of the help files managed to get it to work with fog and light and I still don't think I
understand shaders

Il leave it up to you as to what you do with any of the code, the fixobject code was something paul
shared but I didn't use it, but its an accurate way of fixing objects
fubar
puzzler2018
User Banned
Posted: 14th Mar 2018 06:53
No no - don't apologise for posting and coding your efforts - i'm really flabbergasted with all your efforts here,

I will put them all together into the main core when i have got GDPR out of the way for work, that's just blowing my brain to pieces at moment, so really looking forward to weekend when can solely concentrate on doing this


fubarpk
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Posted: 14th Mar 2018 14:40 Edited at: 12th Apr 2018 21:53
Thanks

by changing the pixel.shader to

allows the mesh diffuse to work ie agk setcolors

and setting all objects with the SetObjectColor(objId,255,255,255,255) at creation
if you dont set a color at creation they wont be visible at all now

The mouse over can darken the objects
That way should be more efficient than creating and deleting the mask object

What I have if you just want to paste and see is

It also creates block with left mouse and deletes blocks with right
and the scrolling menu works for selecting the image and pressing
the escape key fades out objects,sprites and ends
fubar
fubarpk
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Posted: 14th Mar 2018 16:10
Quote: "I will put them all together into the main core when i have got GDPR out of the way for work, that's just blowing my brain to pieces at moment, so really looking forward to weekend when can solely concentrate on doing this"


Sounds like a real pain in the A##

I'm not sure what code you have as the latest, but I tried to add the latest perlin land with what I thought was the latest creation/movable version
and struck a few problems and thought its prob something you've done already so I put that idea aside. That worked well as it gave me a chance
to work on the shader etc

If you get a chance thats fine if not thats fine too we all need to live our lives in harmony (well i try lol) Work has to come first and we all need time
off at times
fubar
puzzler2018
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Posted: 14th Mar 2018 16:22
Sure, Ill repost the latest of what i have on the world when i get in - in about an hour or 2
puzzler2018
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Posted: 14th Mar 2018 17:46 Edited at: 14th Mar 2018 17:49
This is the latest (with Perlin and 40k blocks)

sorry but we will have to put the inventory items on this one and the click3dobject you created for when we hover over any blocks and the add block function



This is the one with the inventory items / add and click3dobject - just its gone to pot - got the thunder effect on this one too



Ill remedy this when i dont have a nagging family to leave me in peace for the eve
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Posted: 14th Mar 2018 18:17
What frame rates are you guys up to with 40k blocks?
puzzler2018
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Posted: 14th Mar 2018 18:21 Edited at: 14th Mar 2018 18:25
A miserable 30 fps on my PC with Windows 10 nd GeForce GTX950M- but can reduce the world size - i was just trying see how far it would go before it boomed my graphics card

The play area size is 200x200

and this is without textures.

very inpractical - but i think will go with this one cause the coding for perlin is on this

so if decrease to say 80x80 then it increases dramatically

fubarpk
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Posted: 14th Mar 2018 21:52
Thanks puzzler

The top one I get around 27 FPS and 170 FPS on the bottom one
fubar
puzzler2018
User Banned
Posted: 14th Mar 2018 22:19 Edited at: 14th Mar 2018 22:20
The bottom one wont exceed 60x60+ map size - GPU errors - too much going on
fubarpk
Retired Moderator
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Playing: AGK is my friend
Posted: 14th Mar 2018 23:20 Edited at: 12th Apr 2018 21:53
Quote: "The bottom one wont exceed 60x60+ map size - GPU errors - too much going on"


Oh no !!!!!!

I added my routines to the top one
I used my fadein() function to set the shader to the object (not the ideal spot but was wondering why it wasn't working, currently commented out as the shader needs a texture to be with it
and the setObjectColor to full 255,255,255,255 (its normal color) then the new mouse over routine would work presently commented out but i added the scrollable menu and that works for the
creation of objects depending on which one is seleted from menu works

with >10201 blocks i get 133 FPS
anyway here is what i did to it
fubar
puzzler2018
User Banned
Posted: 14th Mar 2018 23:33
Its the top one im developing on - dont panic

Your coding is fantatic on the top one, it does everything required at this stage.

Thanks for fixing the object3dclick / adds on it..

I even tried a 300x300 size to 20 FPS - but can imagine that, but you got inventory colours working for block colours too and deletions

Well done furbarpk


fubarpk
Retired Moderator
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 14th Mar 2018 23:51 Edited at: 12th Apr 2018 21:54
your welcome

you prob already realize but
with what I just posted by uncommenting


and changing the fade in to read

it totally messes up your beautiful colored tiles by replacing them with random textures
but what it does do is gets everything to work with the shader and shows the mouse over
working. I would've created textures for your beautiful perlin land just haven't got my head
around it yet

Quote: "Thanks for fixing the object3dclick / adds on it.."

your welcome ive been trying a number of ways and if the shader is used that limited us even more
Swapping the order of the two if statements fixed allot of issues

That gives about 130 FPS, I figure using a custom shader depending on what it does may improve FPS
as the standard shader it uses otherwise does calculations that we may not need. Just a thought I
have to test this theory
fubar

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