Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPS Creator Reloaded / [STICKY] Lee's Development Blog

Author
Message
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 2nd Jan 2013 23:42 Edited at: 10th Jan 2013 10:12
You can follow the development of Reloaded via Lee's daily blog. His first article has just gone live.

Lee's Reloaded Blog

I'll make sure to whip him to ensure constant news!

Rick

Financial Director
TGC Team
Burger
13
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 2nd Jan 2013 23:48 Edited at: 2nd Jan 2013 23:54
Wicked!

Can't wait

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Jan 2013 00:00 Edited at: 3rd Jan 2013 00:12
Quote: "I'll make sure to whip him to ensure constant news!"


:ROFL:

Lee's blog is now bookmarked.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 3rd Jan 2013 04:06
Quote: "the FPSC community (who will delight in both helping and hindering me in equal measure)."


Operation Irritate Lee Bamber in Stealth Mode - Status = Failed



Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 3rd Jan 2013 07:57
This should a great read and I imagine will keep the excitement rising.
TGPEG
19
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 11th Jan 2013 10:50
Tell Lee to keep writing them. I hope there's some sort of hit counter, because I do read it every day.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 11th Jan 2013 19:56
I was going to try and read it everyday, but I missed yesterday (Thursday). So, I went there now and yes, he did write one yesterday.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 12th Jan 2013 18:19
I just managed to catch up on all his posts, hopefully someone can announce his latest postings err ramblings here so we can all keep up, I will try if I remember to click his shortcut on my fav bar >.<

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 12th Jan 2013 19:32
Of course, there's not much going on with Reloaded. The only thing Lee is doing regarding that is looking at some of the top AAA FPS games of 2012 (top games as considered by others). He is closely looking at all the intricacies of the game, looking at the game in depth so he can see what they have as far as the physics, lighting, movement of enemy and friendly characters and so on. For example Lee mentioned that as far as lighting goes (this is simply put) he noticed that not all objects have shadows. He is seeing that apparently this is not a real issue among players of these games.

The month of January (Lee at first was hoping it would be the month of December but you all know how that works out); anyway, he is working on getting AppGameKit ready for Paul to take over. Lee had some projects with AppGameKit he also wanted to finish. He also wants to get the final release of FPSC v1.20 out the door as well. In between AppGameKit and whatever he had mentioned in his blog, he is playing upwards to six or seven FPS games. So, if you want to find out what he thinks about the first of these games he's played, go to his blog. You'll also get to know his routine that is all over the place (I'm familiar with that) and how he thinks and even how he conducts his life. All the truly inner-workings of the man called Lee Bamber.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Jan 2013 00:14
Sunday, Lee spent part of the day playing another FPS game Modern Warfare 3. Again, he looked closed at the lighting. He noticed the lighting and shadows was fixed from probably a "sun" point and only effected certain objects. So, I gathered from Lee's comments that it was conservative using shadows with dynamic entities but it did some. He was very impressed with the shadows for static objects and would like to try and improve upon that.

Lee also liked the simple way the gun system worked, however, he thinks " . . . a little polish to the input controls and effects would make a world of difference" for reloaded.

I am paraphrasing a lot and if I do quote it should be noticeable. If you want to get the real thing, then of course take a look at his blog. He wasn't going to blog the weekends but he decided to do so this past weekend.

I may not do this all the time and I'm not sure if it's even worth my time. It's just that I am a fast typist and I can write fairly decently and thought maybe some would like to just get a synopsis of what Lee is blogging.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 15th Jan 2013 04:52
F l a t l a n d e r - only do it if you have the time or you could write it while reading his blog I just wish it was easy like an RSS to know when he has made another post...

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 15th Jan 2013 18:33
Not much went on Monday as far as Reloaded.

In the comments on Sunday, I asked Lee about the player getting stuck issue in FPSC and if it would be handled in FPSC-R. Here is what he said.

Quote: "FPSC suffered from this because we had TWO collision systems fighting each other. In the new system we will be dropping both and replacing them with a single PhysX physics engine which can handle both player controller movement AND object dynamics. No need for Lee to fudge the missing parts of ODE The result 'should' be a uniform experience for collision using multi-core techniques to speed everything up so you probably won't notice collision in the new product; it would just 'work'."


We all should be excited about Reloaded for a lot of reasons and this is a good one.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
elbow
15
Years of Service
User Offline
Joined: 3rd Dec 2010
Location:
Posted: 15th Jan 2013 19:37 Edited at: 15th Jan 2013 19:37
This is really good news. Thanks for the update Flatlander.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 16th Jan 2013 01:24
Not much going on with Reloaded in Tuesday's blog. Beta 9 of FPSC will be uploaded yet in the next few hours if not already. For DBPro users, DarkNet version 2.02 is now available. So, if you have already purchased this go and grab the new version. Lee apparently had a fleeting thought of using DarkNet as the tool for multiplayer in Reloaded. However, he was quick to add, "but that's a HUGE AND DANGEROUS thought as multiplayer is not included in the Reloaded line-up."

He got a couple more new games on Tuesday to play and glean more thought from, however, two of them -- Dead Space 1 and 2 -- are 3rd Person. I don't suspect that we will see TP in Reloaded, though.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
rolfy
19
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 16th Jan 2013 03:30
So...he's sitting around playing games...right?

Little devil...I have sent a letter to his Mom telling her about this and hopefully she will sort him out.

"Nope games aren't the problem."
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 16th Jan 2013 07:50
OH MY FUDGE - DN 2.0.2!!!!!! Thanks!

I will download it shortly

I thnk I will read the blogs tomorrow at my shop All I can do there is read anyway...

xCept
23
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 16th Jan 2013 18:47
I love reading the blog each day.
Nova 6
13
Years of Service
User Offline
Joined: 30th Oct 2012
Location: USA
Posted: 20th Jan 2013 15:44
Great blog. The video is an awesome touch and really helps me wrap my head around what Lee is working on. I can not wait to work on FPSC. I will be making my pledge soon and am looking forward to working with this new program.

Nova 6
www.nova6studios.com
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 20th Jan 2013 18:51
Good news! Lee started seriously on Reloaded a full 10 days prior to when he was thinking to begin.

He began by working on a prototype of 'real-time light-mapping while editing the level. Rather than wait for the 'build step' to make all the light maps, Lee thought, "what if the editor was constantly building them in the background (using threads) and then showing you it's progress within the editor as you create your level." That indeed would allow more virtual memory during the build step of the level. Apparently he thought at first he would need to write a whole new set of DarkLights commands to conduct real-time lighting of meshes, but he found, as it turns out, the lighting scene can be reset and launched again pretty quickly. The prototype took him about six hours. His computer achieves a frame rate of 5000 fps and with light mapping in the background taking it down to 4500 fps.

Sounds like a successful first start. Lee said, "Removing this 'light map waiting' is perhaps the largest bottle neck for FPSC classic users and should produce a great level editing experience."

There was more that he had done but when you have the time, go to his blog and check out the rest. He also has some photos you should be interesting in seeing. There also is a youtube. I don't think Lee will mind if I link it here.



THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 21st Jan 2013 05:50
Even as a prototype, the lighting looks fantastic!

Current Project: The Underground: Awakening
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 21st Jan 2013 08:28
I wish I could manage to read it each day I keep compounding them each day

GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 21st Jan 2013 18:42
@lee

"not related but on his blog"

i have a Raspberry also there fun.


Reloaded has been getting some work done great to see.

======================================
My software never has bugs. It just develops random features.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 24th Jan 2013 03:34
Make sure and go to the blog to take a sneak peek at Blosser's Uzi. Pay attention to the hands; especially on reload. Also remember this is actually done in FPSC-C. I can't imagine what it will look like in Reloaded.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bond1
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 24th Jan 2013 05:39 Edited at: 24th Jan 2013 05:40
Quote: "Make sure and go to the blog to take a sneak peek at Blosser's Uzi."


And when you finally see these new weapons running on your own screen at full resolution, I think you'll be VERY happy

For the technically minded, the shader performs gamma correction on the textures before lighting calculations. Most AAA games of the past couple years use this same technique. The result is MUCH more realistic shading - from realistic skin to reflective, scratched up metal.

SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro
rolfy
19
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 24th Jan 2013 06:38
Hi Mark, loving what y'all are doing so far, keep up the good work.
Would just like to take the opportunity to thank you for all the amazing work you've done for FPSC over the years and in particular for all the help you have given me personally.

Pure genius!

I don't trip over...I do random gravity checks.
MrValentine
AGK Backer
15
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 2nd Feb 2013 03:08
Concerning Lees Friday Blog post from yesterday for most of us...

I hope that they stick to PHYSX...

Quote: "
2. License. Subject to the terms and conditions of this Agreement, NVIDIA grants you (“you”) a limited, non-exclusive, non-transferable world-wide, royalty-free license to (a) internally install, use and display the PHYSX SDK, solely for purposes of developing PHYSX asset content for Physics Applications; (b) internally use, copy, modify and compile the Sample Code to design, develop and test PHYSX assets; and (c) reproduce and distribute the Redistributable Code only in object code form and only as fully integrated into Physics Applications, in each case solely for (i) your commercial purposes provided that you receive less than one hundred thousand dollars ($100,000) in gross revenue associated with Physics Applications or (ii) your non-commercial purposes.
"


https://developer.nvidia.com/physx-downloads

https://developer.nvidia.com/content/physx-sdk-eula

From what I can see, it is only based on revenue brought about by the PHYSX SDK involvement, so that should mean that the overall company revenue is exempt...

The question here is, as TGC would be a distributor, and their product is sold and includes the PHYSX SDK, would they have to account that as revenue earnings?

I hope it is based on the end user and not TGC as I can see that this would stray their choice... which means DBP may take a different direction somewhat... [points at GPU specifics] anyway I hope DarkDynamix gets used... I might email NVidia regarding the licencing figures... maybe next week

Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Feb 2013 04:46 Edited at: 2nd Feb 2013 04:49
I was excited about seeing Lee was going to use PhysX, but . . .

I don't know how much TGC has to pay but I looked up the Bullet web page and it seems to be pretty impressive. Also, it is open source which can be a real big advantage with what Lee wants to do.

Disney's Cars 2 game uses Bullet Physics. That may not be impressive except for the fact this Disney is a major player no matter what they do.

[EDIT]

Also, I have seen how some people have problems with PhysX using graphic cards that are not NVIDIA. However, what Lee would be using is "software" rather than hardware PhysX so that may not be such a disadvantage. I don't know. I'm not familiar with all that stuff.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 2nd Feb 2013 14:30
I'm having trouble sorting it out. The first NVIDIA URL that Mr. Valentine cites provides:

"The NVIDIA binary PC PhysX SDK is 100% free for both commercial and non-commercial use on Windows PC (win32 and 64).
For Linux, OSX and Android platforms the NVIDIA binary PhysX SDK and Tools are FREE for educational and non-commercial use. For commercial use, the binary SDK is FREE for developers who make less than $100K in gross revenue" [Emphasis in the URL, not added by me]

So, it would appear totally free, even for commericial products, if the products are for Windows PC. However, the EULA to which the provision directs you, as quoted by Mr. Valentine, does not contain the license fee exemption for Windows PC products. I would read that provision as putting the $100K royalty free sales ceiling on TGC sales, which is apparently Lee's concern.
elbow
15
Years of Service
User Offline
Joined: 3rd Dec 2010
Location:
Posted: 19th Feb 2013 21:57 Edited at: 19th Feb 2013 21:58
I must say:

After reading about daily AppGameKit updates and Lee joining/enjoying other competitions, I have deleted his blog from my daily visitations:

I signed up to read about Reloaded, not AppGameKit development and other competitions, however interesting they might sound.
Kilgore
18
Years of Service
User Offline
Joined: 22nd Feb 2008
Location: Chad Valley
Posted: 20th Feb 2013 14:30
Quote: "
I signed up to read about Reloaded, not AppGameKit development and other competitions, however interesting they might sound."


Have to say I agree.

Sounds as though Reloaded is taking a backseat to AppGameKit so far.
unfamillia
15
Years of Service
User Offline
Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 21st Feb 2013 13:31
Quote: "I signed up to read about Reloaded, not AppGameKit development and other competitions, however interesting they might sound."


I too agree with this.

Quote: "Sounds as though Reloaded is taking a backseat to AppGameKit so far."


It does certainly sound that way.

Unfamillia

Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 21st Feb 2013 14:56
Have you guys checked it recently? He just had a huge blog post almost devoted entirely to Reloaded and the new editor(near-instantaneous builds and such).

SpaceWurm
14
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 21st Feb 2013 15:17
I think AppGameKit is extremely relevant.

Actually, Reloaded and AppGameKit may soon work hand in hand. Currently you can use fpsc to create a 3d level with lighting and texturing and with a new tool available from TGC you can export that level to use in AGK.

This means Fpsc (hopefully Reloaded) can be utilized to create cross platform games. Just think we won't be limited to just Windows.

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
uman
Retired Moderator
21
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 22nd Feb 2013 00:00 Edited at: 22nd Feb 2013 00:07
First off you have to see Reloaded completed and a reality and that looks like being a very long way off partly of course as Lee is or has been working on and spinning as he has pointed out himself more Plates than he can cope with.

I doubt you will see a full FPS game proper as one might develop with similar content that one could do in classic FPSC or Reloaded being ported and deployed via AppGameKit successfully to mobile or web platforms as say Unity might do at least for an even greater amount of time. Its not likely to be any time soon in the life of Reloaded I dont think. I may be well wrong but based upon FPSC and Reloaded potential I cant see such complex level possibilities being deployed via AppGameKit as is currently capable at least.

We understand the thinking of course regarding the cross platform potential for fps games which would really be welcome and ideally needed.

I just dont see it as being realistic other than possibly a web player deliverable deployment which has apparently been ruled out by TGC unfortunately. It has been also stated I believe that FPSCR will be Windows platform only at least initially.

Anyway either go for it and design accordingly from the base up to accommodate all platforms possible or stick with getting at least one platform done properly which for Reloaded is stated as Windows or the going off on a tangent may introduced years of delay and cross platform issues throughout to overcome as would be quite likely.

Dont get me wrong I am all for Multi Platform as you would have seen in past posts and requests/suggestions. I would see web player deployment as vitally important and essential and would have wished and even suggested it many times even for FPSC classic introduction way back as too I have always be a major supporter of the need for Multiplayer.

Web player support has been asked for and suggested many times in the past and the answer has always not been favourable. So is the case with Multiplayer which I supported as a tester way back during the EA Version development of FPSC Classic. Multiplayer too has not had the level of support as your common and garden PC game in FPSC.


I would love to see web player support but was ruled out as far as I know officially for FPSCR though we all know of the influence AppGameKit is having in its own way on TGC and we may have also some understanding of why. To deploy via AppGameKit it may well be the case that Game content would at least have to be cut considerably and such games of course designed with mobile device specifically in mind - that may be possible of course and May Be is the ultimate term. Anything may be possible but often not very likely at least any time soon. Not in the FPSCR timescale I dont think. Depends I guess upon what you describe as a game of course.

Anyway point being is given FPSCR is what it is and a product in its own right which is not officially to be given in built or integrated AppGameKit platform delivery other than Windows as far as we are aware other than a May Be sometime in the future then thats likely to be the case. Options are open ended I guess if it can be done.

At the moment it seems that FPSCR for Windows is going to be something of enough of a task for Lee at this time together with Yes looking after AppGameKit and other TGC products without the added issues of integration to them. Lee has a lot on his plates and has to keep them all from falling on the floor and breaking.

I agree that AppGameKit may be an option for deployment and can see the thinking of course and also agree that it may be a good time to think about that at an early stage. I would have no idea if its really feasible as I dont see Lee quite knows as yet how FPSCR is itself going to pan out say performance wise for example. I doubt anyone will really know even until its finished and end users actually test it in real game scenarios.

In Lees Blog itself, Lee does not actually refer to TGC thinking regarding any kind of porting or integration between FPSCR generated level content and AppGameKit and what if any particular thoughts TGC have in that area or if the work he refers to is associated in any way specifically to that end and as is often the case we are left to our own assumptions.

Whatever I am sure you will all have some sense of direction and things will become clearer soon enough. FPSCR October is getting ever closer and will be here before you know it so some progress in your enlightenment should be available by then hopefully. If it pans out that Reloaded actually gets anywhere near some sort of release by then then both Lee and users should have a better idea. As we all know and are aware such dates have a habit of being way off so dont bank on that and AppGameKit deployment or any other additional to Windows you may have to wait much longer to see become a reality.

First off Reloaded has to be progressed and its possibilities accessed and that is some way off yet it seems to me.

I am afraid you have to trust in Lee as you have no option anyway and give the man a break so he can get on with the Jobs (s) in hand so that any result can be sooner rather than later. I am quite sure Lee does and will continue to do the very best he can under prevailing circumstances.

SpaceWurm
14
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 22nd Feb 2013 06:41
You're absolute right uman. I had no intention of saying that AppGameKit and FPSCR should be developed hand in hand from the start to be integrated with each other, it was just a suggestion for an idea in the future.

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Burger
13
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 22nd Feb 2013 08:45
Quote: "I signed up to read about Reloaded, not AppGameKit development and other competitions, however interesting they might sound."


I have to agree as well, but the content lately has been the content I was looking for from the start to be honest. Not to be picky or anything, but just saying.

- An Instinctive Fear IndieDB page, download demo today!
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 23rd Feb 2013 22:30
Hi,

Lee is just finishing off two very important apps that we did think would be sorted early Jan. As usual software development has dragged on a bit.

I know what he still has to do and he'll be free of these apps very soon (all the hard stuff is done, it's just polish now).

Lee will be all over Reloaded like a rash before you know it.

Rick

Financial Director
TGC Team
KeithC
Senior Moderator
20
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 24th Feb 2013 02:21
Nothing ever goes according to plan. For example; I should be a World-Class Game Artist by now, with a decent bank roll.

-Keith

Kilgore
18
Years of Service
User Offline
Joined: 22nd Feb 2008
Location: Chad Valley
Posted: 28th Feb 2013 16:01
Looks like things are hotting up on Reloaded, which is great to hear.
FredP
Retired Moderator
20
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 2nd Mar 2013 13:56
Quote: "with a decent bank roll."


No kidding.I should have one too.
Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 6th Mar 2013 18:25
Quote: "I was excited about seeing Lee was going to use PhysX, but . . .

I don't know how much TGC has to pay but I looked up the Bullet web page and it seems to be pretty impressive. Also, it is open source which can be a real big advantage with what Lee wants to do."

Bullet Physics is really nice to work with, it's about as straight-forward as it gets. One little caveat is that it uses a right-handed coordinate system instead of a left-handed coordinate system(like DBP). Dark Dynamics is a great PhysX plugin for DBP that wraps PhysX's functionality pretty well, that's probably why Lee wanted to use it in the first place.

GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 6th Mar 2013 19:32
Been trying to follow reloaded blog. And to my suprize its about agk again ..... it is supose to be about reloaded right ??

hence the web url http://fpscreloaded.blogspot.co.uk/

======================================
My software never has bugs. It just develops random features.
uman
Retired Moderator
21
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 7th Mar 2013 00:52
I think you may perhaps have to get used to the idea that work on Reloaded and extensive progress report blog posts may be few and far between. You can see for yourself how much time Lee has to give to Reloaded which seems to be not a lot for reasons of priority and other considerations we would not be fully aware of.

Whatever we all would like to see Reloaded development make some serious progress from a potential users point of view, however it is not yet a product in reality but in a design or concept stage perhaps might best describe it and so does not require Lees support on an ongoing basis.

It may eventually get done or not as the case may be and as always is the case you have to wait, wait, wait or not again as the case may be.

I doubt you will make it get done any faster whatever you want personally. Long job this game making business.

Lee has said he will have more time for it potentially but in reality also said other things may influence that so if you get one or two days work on Reloaded per week you would be lucky me thinks.

Consider that the development may take a considerable amount of time for a long time and come in dribs and drabs and you may have to live with that at best.

Impatient we all can be and I understand that is not your point but I dont actually know how to answer your point other than agree which does not help what you really want and make Reloaded get done any faster.

Have patience and wait until October and see how far Reloaded is progressed is good advice. I understand its hard and perhaps frustrating with hopes and expectations perhaps running too high with October looming ever closer. Forget October and any date beyond that and just wait and see and in the meantime find something else to do though what to suggest eludes me.

At the end of the day its no good asking anyone else why the blog is what it is or making statements about what it contains - we dont know the answer and no one here can help you with one.

Dar13
18
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 7th Mar 2013 02:58
Teabone
Valued Member
20
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Canada
Posted: 7th Mar 2013 03:44
I will be honest I was a bit confused when I kept visiting the blog and not much was written about reloaded more so about AGK. But that's only because I never had a good understand of what AppGameKit really was about.

Can't wait till Reloaded gets fully tackled, I'd love to provide some media for the project too

Beno09
15
Years of Service
User Offline
Joined: 3rd Jun 2011
Location: Bosnia and Herzegovina
Posted: 8th Mar 2013 11:49
Lee have some amazing stuff for Reloaded already, like test button that is now working awesome. It's only March but there is already some nice progress, can't wait to see what future is bringing to Reloaded.

-In trouble you know a hero;
-If you don't start, you won't finish;
-Without suffering, there is no learning.
RickV
TGC Development Director
26
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 9th Mar 2013 21:15
Hi,

AGK projects came back to bite him. This past week has seen the last of these issues sorted so expect lots of reloaded blogging from now on.

Rick

Financial Director
TGC Team
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 11th Mar 2013 02:51
I think its great that Lee has setup a blog for FPSCR.

In the good old days you had no idea whatsoever when an update for FPSC was being worked on, what was included or when it was likely to come out. They just kind of landed every now and again.

The nature of a blog is that you post on the days events, not just 1 particular element which only accounts for a couple of hours on some occasions. If Lee couldn't work on FPSCR at least we can see why.

I'm very pleased that Lee is sticking with the core performance aspects at the moment (lightmapping, occlusion culling, 3D preview). These things will make FPSCR a significantly better environment to develop in and much better experience for players.

If it takes him 6 months to get these 3 things fully implemented and optimised that would still be a really good milestone. Things like shaders and media can always be improved and added later on.

I'm hoping once Lee finishes the current tasks he will focus on physics integration, gameplay, controls and AI. Graphics should probably be the last thing on the list but I hope he will get the dynamic shadows in.

Based on what Lee said about being 10 days behind just before crunch week and the fact he still needed to support some AppGameKit projects I'm guessing he is about 2 weeks behind schedule.

Its encouraging he has made good progress with real time lightmapping and 3D preview modes though so its only the occlusion culling system which has given him problems.

Also the work Lee has done for the Intel coder challenge so far looks amazing and he had a GDC speech to give which is a fantastic achievement.

Look at it this way. I would rather have 40% of Lee's time on FPSCR than 100% of anyone else's. There have been some amazing mods done for FPSC but nobody has dared take on the kinds of problems Lee is tackling for FPSCR at the moment.

Stab in the Dark software
Valued Member
23
Years of Service
User Offline
Joined: 12th Dec 2002
Playing: Badges, I don't need no stinkin badges
Posted: 15th Mar 2013 05:14 Edited at: 15th Mar 2013 05:14
Happy Birthday LEE, it sounds like you got relodaed.

[img][/img]


WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
Cecil Cheah
20
Years of Service
User Offline
Joined: 24th Nov 2005
Location:
Posted: 15th Mar 2013 08:59
Just catching up with Lee Blog. Been very busy at work lately.

That table (image from 11 march), is it a computer table Lee used to make Reloaded? Now if it is so, i have to complain to TGM. This is no way to treat the greatest programmer in the galaxy. He can barely move his mouse. And that iMac, is it the cheapest TGM can provide for Lee? Come on, you can not even see a thing in there. I have the biggest latest iMac and i can barely have room to program me in XCode.

I think Lee deserves at least to have a chair to work with. All those standing and stuff, no wonder he has to drown himself on his birthday, because of the poor treatment from TGM. I will speak out for you, Lee. Now Rick, do something about it. Get him a chair!

Cecil

Login to post a reply

Server time is: 2026-06-10 03:29:04
Your offset time is: 2026-06-10 03:29:04