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FPSC Classic Product Chat / LightStormEngine - Development Thread

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uzi idiot
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Posted: 18th Jan 2012 18:29
Would it be possible to have a cube mapping system similar to Valve's.
Where there are points where cubemaps are rendered from and the the entity uses the closest point available.

Also, are you using DarkLights as the lightmapper?

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Red Eye
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Posted: 18th Jan 2012 19:14 Edited at: 23rd Jun 2013 12:35
@maho76: Thanks I will make sure I will contact you if anything is needed, for now we are just coding the basic core.

@uzi idiot: Thanks, I will make sure I update it a bit, watch out for our blog at blog.codepard.com, we release 4 posts a week (roughly). And about your other question: CubeMapping is something DarkGDK is very poor in doing, or well put: the command is broken in DarkGDK. Altough I am slowly developing myself into DX when I work on the engine, so who knows. But it is not priority. I am implementing entity shaders like fpsc supports them too. All the precalculations are done by FPSC itself, this includes LightMapping. I own DarkLights, so there might be a possibility of adding custom lightmapping in the future, altough also this is not top priority. Top priority is now having all fundamentals completed for a nice beta, after that we can add feature by feature.

@Marc Steene: Thanks for your ongoing support.

@bekli23: There are certain modules still not finished or not even started. So there is alot of work to do! Any contribution is great! I have no plans to sell the source code yet.

@JRH: Haha, I admit it! But I do rewrite alot of things to make it neater on the eye. Happy to see you are interested and I agree to have you on the team! I attached some documentation, that covers 99% of the Lua Scripting part. We can communicate through mail. Do you program in C++/DarkGDK?

Thanks for the fast reponse guys! Didn't expected it so fast!

Update:

No screenshots, altough I do find this quite cool:

"LightStormEngine Scripting Documentation" - Attached to the post.


If there are any mistakes or things you dont understand, please do say so we can fix it!



Dar13
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Posted: 19th Jan 2012 00:41
I'd be happy to help Red Eye, but I no longer use DarkGDK.

If there's anything else you need on the C++ side I can help out. I'm just not willing to deal with DarkGDK's tomfoolery when it comes to the STL.

Chris Redfield 2008
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Posted: 19th Jan 2012 09:17
Amazing. Just simply amazing...

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veer
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Posted: 19th Jan 2012 13:20
C++ is far better than......dbpro

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Red Eye
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Posted: 20th Jan 2012 12:02
Quote: "If there's anything else you need on the C++ side I can help out. "


Thank you very much, once the source is cleaned and documented, we will upload it to Google Code, this way everybody can contribute add modules etc. Any contribution will be great! Again, thank you very much!

@Chris Redfield 2008: Thanks.

Quote: "C++ is far better than......dbpro"


That also depends how the engien is programmed. But it is true that C++ gives a big performance boost.

Cheers,

gendestroier
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Posted: 20th Jan 2012 17:18
how long till the engine's ready red eye ? if it's in 2 or 3 years i might be able to help somehow because right now i'm trying faculty in information systems technology, i know it doesn't compare to experience and such, but it's still good knowledge, would it be enough to help ? in future patches maybe ?

mods for creating a inteligent game,at least
TriSpefear Studios
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Posted: 25th Jan 2012 20:40
is there a version out?

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
washburnrover
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Posted: 8th Feb 2012 06:21
I'm in, though I was only taught programming in java, pretty easy going to C++ from there, and i know 20+ other programming languages.
Though, i'd be more able to help make graphics or multiplayer features (i'm working on FPSC to make something like FPSC IP, but better *hint: voice chat, multiple map and gamemode integration, custom classes and friends lists, and... free!!!)

I'll send an email request to you, Red Eye. Anyone interested in some features I'm making (and would absolutely love to integrate it with this project, the #1 disappointing problem with FPSC: hardware efficiency.) shoot me an email at:
[email protected]

Thanks!

"Life is like a box o' chocolates, neva' know what ya' gonna get."
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Red Eye
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Posted: 8th Feb 2012 09:42
Quote: "how long till the engine's ready red eye ? if it's in 2 or 3 years i might be able to help somehow because right now i'm trying faculty in information systems technology, i know it doesn't compare to experience and such, but it's still good knowledge, would it be enough to help ? in future patches maybe ?"


I am currently porting the engine core, into a "new" better structure, so I can release it and make it open source. Any help is appreciated when it is opensource. Thanks!

Quote: "is there a version out?"


Not yet, but there will be one soon. We can't say how soon we can get the open source version released, altough we are almost finished with porting some old code into the new structure.

@washburnrover: Thank you very much for showing interest! We love to work like: Create Seperated Piece of Code with Feature > Test it > Add it to Engine as Module > Test it > Fix Bugs . This "way" of coding will be the same when it is released opensource. Any help is appreciated, and the features you mentioned sound great!!!

Cheers,

washburnrover
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Posted: 13th Feb 2012 23:11
any progress update? I'll gladly help in any department. Any news is good news, sooooooo???

That Big Idea guy that can't find the time...
Red Eye
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Posted: 14th Feb 2012 02:56 Edited at: 14th Feb 2012 02:58
Yeah sorry for taking so long to post any update.

I am just waiting till I have it all ported to make a nice scene to post, otherwise I keep posting little things, were visually nothing changes but only "behind the scenes" (like most of the times with engines) [debugger or new structure to make it better, can't be shown off visually and I know people like that the most].

But if you want you can make a RiouxSVN account, you then post here your Account Username and I will add you to our SVN Account.

After that you downloaded Tortoise SVN and create a new folder on your desktop named: "LightStormEngine". RightClick->SVN Checkout and fill this url: https://riouxsvn.com/svn/lse ...and hit OK.

It should know be downloading the latest version of the exe, ready to install. It is the newer version which is in it's early stages, there is also an old version, which is the one that is showcased on this thread . The newer version shows a increase in performance due to the fact that it is better structured.

Cheers,

washburnrover
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Posted: 14th Feb 2012 03:26
Username: washburnrover

I feel as happy as when I finally got AirMod Figured out a couple years back so excited, to use it and to solve the bugs!

That Big Idea guy that can't find the time...
michael x
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Posted: 14th Feb 2012 04:56
hey redeye I'm glad to see you got you game engine together.I remember you saying you wanted to do something like this along time a go.good luck with this engine. if the performance turns out better than fpsc I will like to use this engine. good job redeye.

more than what meets the eye

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Red Eye
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Posted: 14th Feb 2012 13:41 Edited at: 14th Feb 2012 13:42
@washburnrover: Do you happen to have MSN, so we can chat through that?

You are now added to the SVN group. Check out the ReadMe file and documentation before installing it.

@MichaelX: Long time no see! I haven't seen yout online lately! Thansk for the nice comment .

Cheers,

GreenDixy
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Posted: 15th Feb 2012 01:07
@Red Eye can anyone make a account to be able to test the engine?

======================================
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Red Eye
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Posted: 15th Feb 2012 12:16
Quote: "can anyone make a account to be able to test the engine?"


Anyone can make an account on RiouxSVN, but I will not add anyone anymore. I will stick with the current alpha testers. And will add more interested people when I have scripting and lights ported from my old source code. This is way the engine is actual interesting otherwise, because for now the new structure only loads in the Static and Dynamic world.

Cheers,

kingofmk98
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Posted: 18th Apr 2012 06:47
Wow this look great How is it coming

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Marc Steene
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Posted: 19th Apr 2012 19:58 Edited at: 22nd Apr 2012 21:22
Quote: "How is it coming"


Hi everyone,

I'm posting on behalf of Red Eye here. The engine is very much still in progress, and as a BETA tester, I'm seeing many exciting new features being implemented by the day, including nVidia PhysX (which although still in its early stages, still looks amazing).

In case anyone is unaware, LSE uses LUA as its scripting language, meaning it is very flexible and a whole host of commands are being added by the day. You can even create your own functions to use in other scripts thanks to an inbuilt plugin container.

The performance is also outstanding - on an empty scene with 9 floor segments, I get over 2400FPS. With 300 animated decals running simultaneously (each with a script), I get 434FPS.

Other features include VSync, running games at full resolution in test mode, the ability to make scripting changes and immediately reload the game with the new scripts without the need for another build, a debugger which runs simultaneously and shows debug info as well as scripting errors, and running the map editor simultaneously while in test game with the ability to Alt-TAB out and move the mouse.

Here is a short video demonstrating one of the newer commands that have been added - the ability to bind a camera to a limb's position and direction. In this case, I have bound it to the head limb of a TF341 character, giving a first person cutscene type effect as seen in Call of Duty, Battlefield 3, and many other FPS games.



Attached is a WIP of the current command list, which is being added to by the day.

There are many more incredible features to come, which I'm sure Red Eye will announce in due time.


Official LightStorm Engine BETA Tester
/?m=forum_view&t=190541&b=21
Kilgore
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Posted: 19th Apr 2012 20:14
Sorry if this is an obvious question, but does this have a way of converting fpi language -- i.e. if you include the fpi character scripts as usual when building the level in FPSC, will these be converted to run on the new engine when testing/building?
defiler
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Posted: 19th Apr 2012 20:35
Damn, this mod looks amazing, the fact you can attach a camera to a limb opens up so many more possibilities.

Current Project: The Underground: Awakening
uzi idiot
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Posted: 19th Apr 2012 20:48
Quote: "the ability to bind a camera to a limb's position and direction"

I've been throwing my money at the screen for hours and nothing seems to be happening.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
bekli23
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Posted: 19th Apr 2012 20:55
https://riouxsvn.com/svn/lse
not work plzzz help

Red Eye
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Posted: 20th Apr 2012 00:24 Edited at: 20th Apr 2012 00:25
Quote: "does this have a way of converting fpi language -- i.e. if you include the fpi character scripts as usual when building the level in FPSC, will these be converted to run on the new engine when testing/building? "


At the end we will try to convert as many default scripts into LightStormEngine's language. You can always post/send your FPI script and we can explain how to convert them to Lua. Altough you are able to use the engine without scripting. It really is very recommended to learn Lua if you use LSE.

Quote: "Damn, this mod looks amazing, the fact you can attach a camera to a limb opens up so many more possibilities."


Thank you very much! But it is not really a modification. As it's written from scratch in C++, so more an "Engine" .

Quote: "I've been throwing my money at the screen for hours and nothing seems to be happening."


Haha! Thank you very much!

Quote: "https://riouxsvn.com/svn/lse
not work plzzz help"


Marc Steene is now Beta Testing, I personnally think he is doing a fantastic job so far. The SVN will be open for public when a public beta is released. Alot of features are to be done before anything is made public. The plan was to upload videos on the progress.

Cheers,

s4real
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Posted: 20th Apr 2012 01:28
Nice work on this red eye and keep up the good work.

This maybe the future of FPSC as we know it.

best s4real


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The Zombie Killer
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Posted: 20th Apr 2012 03:41
Quote: "the ability to bind a camera to a limb's position and direction"


Oh. My. God.



-TZK

Dar13
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Posted: 20th Apr 2012 15:13
@Red Eye
Are compiled Lua scripts are usable by LSE?
Also on the topic of scripts, do you have a sample script for us to look at?

Red Eye
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Posted: 20th Apr 2012 17:11 Edited at: 20th Apr 2012 18:19
Quote: "Are compiled Lua scripts are usable by LSE?"


The advantage of compiled Lua Scripts over "open source" scripts is that it is encrypted. I wanted to handle encryption especially within the Plugin Container. So people can write their plugins and encrypt/compile it to sell and free ones could go open source.

Ofcourse using a compiled version of a lua script is faster in loading it in (dofile,loadfile etc), but it is not necessarily faster in "calling a function" (pcall) so I don't think there lies an advantage.

I added it to the list mate! Thanks for the tip!

Quote: "Also on the topic of scripts, do you have a sample script for us to look at?"


LSE runs the scripts by calling the functions. I find this, the best wayt to handle alot of scripts at the same time. There are 2 ways of optimizing your scripts and the use of your scripts:

1. setFrameSkipping(ammout) -- this allows yout to skip the update script an ammount of frames

2. setScriptOff() -- this drops the script (script cant run)

After calling the second command you can undo it by using another script to activate your dropped script. Using:


Here is a simplified version of the script Marc Steene made for the video:



Any suggestions C&C are welcome.

Cheers,

Dar13
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Posted: 21st Apr 2012 02:59
Quote: "Any suggestions C&C are welcome."

I saw that you're implementing DarkPhysics into LSE. Considering how DarkPhysics has some very serious flaws(some of them crippling and unable to be worked-around), have you looked at DarkDynamix? It's still PhysX and is meant to replace DarkPhysics.

Quote: "Ofcourse using a compiled version of a lua script is faster in loading it in (dofile,loadfile etc), but it is not necessarily faster in "calling a function" (pcall) so I don't think there lies an advantage."

Anything to cut down on loading times. I can foresee having a significant amount of scripts(10s if not over a hundred) in a very involved FPSRPG, with the possibility to have some of them be monstrous in size. Offering support for compiled Lua, even if through a plugin system, would help with that particular bottleneck for some more serious projects.

Red Eye
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Posted: 21st Apr 2012 11:07 Edited at: 21st Apr 2012 11:08
@Dar13: I am using FulcrumPhy and learning the API of the PhysX SDK. This because I don't really have alot of money, and need to buy a new computer. ( you don't want to know what computer I am using to program )

Currently loading in around 300 scripts and animated decals, takes around 20 seconds over here. I see how compiled versions benefit the user as well as the loading time, I will look into it. Currently working on several other components including PhysX, Particles and GUI.

Cheers,

elbow
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Posted: 21st Apr 2012 14:15
Well done Red Eye and fellow testers and scripters, etc.

Two questions:
As I understand all the RPG_Mod scripts/commands I use need to be rewritten into Lua?

Will it be able to launch a second game after the first is finished, and then the third after the second, etc?

Thanks

Eugene
Red Eye
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Posted: 21st Apr 2012 19:20
Quote: "As I understand all the RPG_Mod scripts/commands I use need to be rewritten into Lua?"


Yes. FPI is not usable whatsoever in LSE. It was our main goal to create an engine with as scripting engine: Lua.
But we try to add as much commands as possible, but would you need more when beta is out, we appreciate requests so we can expand the library.

Quote: "Will it be able to launch a second game after the first is finished, and then the third after the second, etc?
"


I am pretty sure commands like... openExe(path); ...shall become part of the library too in the future.

Cheers,

elbow
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Posted: 21st Apr 2012 22:41
Hi Red Eye

Thanks for the quick reply. Downloaded Lua for Windows and looked at the first 26 examples - look mostly like standard code. I will definitely need much assistance, so thanks for doing as much as possible.

Excellent news on the openExe(path). I know there is a number of FPSC users who would appreciate this.

All the best with this

Eugene
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Posted: 22nd Apr 2012 04:50
@Red Eye
If knxrb makes it, will you include the fpi to lua converter with the engine?

-TZK

PS.
I had some deja-vu while writing this message

Marc Steene
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Posted: 22nd Apr 2012 21:15 Edited at: 22nd Apr 2012 21:21
UPDATE 22/04/2012

Features being displayed:

*nVidia PhysX
*God Rays
*Proper resolution/aspect ratio scaling


Here is a new video showing off the God Rays, lensflares, and PhysX system (both features are still very much still WIP, we are optimizing it and will post more videos on this at a later date). Note that the FPS has been capped at 30 by Fraps, which is why the frame rate appears so low. Also, the boxes are supposed to be moving slowly



Here are also some screenshots showing how LSE handles running at different resolutions. It does the job properly unlike FPSC, which currently just stretches the game screen to fill the resolution regardless of aspect ratio, which leads to unsightly visuals.

My native screen resolution is 1920x1080.

Running in Window Mode at 1366x768


Running Fullscreen at 1366x500 (Note how LSE adds black bars to compensate for the different aspect ratio)



Official LightStorm Engine BETA Tester
/?m=forum_view&t=190541&b=21
uzi idiot
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Posted: 22nd Apr 2012 22:01
The money can't stop hitting my screen.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
elbow
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Posted: 22nd Apr 2012 22:46
@ Uzi: LOL
Beno09
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Posted: 22nd Apr 2012 23:01
This is so great, maybe this will put me back to FPSC
I'm not sure, will this be payable because I rember that you once said that it will be free ? Even if it will be priced everyone will buy it.

Your signature has been erased by a mod
Meows
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Posted: 24th Apr 2012 01:12
Quote: "Quote: "Will it be able to launch a second game after the first is finished, and then the third after the second, etc?
"

I am pretty sure commands like... openExe(path); ...shall become part of the library too in the future.

"

Eta for a working version?

Life is a short trip to another world
skeeter
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Posted: 24th Apr 2012 10:43
o;wuahrfsopaehefaophaoefhaophaf. thats me having a sezure/orgasm on my keyboard

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

Red Eye
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Posted: 24th Apr 2012 15:38 Edited at: 24th Apr 2012 15:40
@uzi idiot: Hehe, maybe I should add a Donation button so people could invest in plug-ins for the engine? We can't leave that money on the ground can we?

@Beno09: It is going to be free, KNXRB is developing some really nice Third Party applications which have a free and professional edition. I was thinking of making the engine free but updates cost like 5$-10$, depending on what the additions are.

@Meows: I code this engine on my own. And there are alot of features that need to be added. There is not a specific ETA.

@skeeter: Thanks , I guess.

EDIT: @Beno09: By updates, I mean "new features", not "bugfixes" (those should be free ofcourse).

Cheers,

Dark Goblin
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Posted: 24th Apr 2012 17:09
Hey Red Eye. Nice work I must say.
But there is something which looks really odd.

You should adjust the LightRays so they are only rendered from Sky and/or real light sources and not from the whole scene. Because in the video I saw that even the wooden boxes create a LightRay source (and not only a "shadow" in them) and so it looks like they have a "light". Other than that, nice work.

michael x
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Posted: 24th Apr 2012 19:58 Edited at: 24th Apr 2012 20:16
does not look like the light ray is being create by the boxes but more like the boxes blocks the light ray. which looks good to me.

@redeye I cant wait to give this a test run it look so good it looks Leadwerks Game Engine. but I wonder what is the performance is going to be like on this new engine. it would be a great relief to have a engine like fpsc editor with performance you dont have to worry about loosing so easy.I believe if fpsc had more of a open range on performance it would be limitless in so many ways. this looks like fpsc being rebuild from the ground up allowing the engine to do things that fpsc 1.0 could do from the beginning. A rebuild version would be worth buying all over again. I believe the code lines would be much more in order and cleaner than these update version of fpsc. petty much that was what fpsc x10 was a rebuild running under dx10. it like windows 7 it not just a updated windows but a rebuild of a new version windows that has more features and better performance.if every program was rebuild to work under window 7 only there would be less bugs and problems.but 64 bit version programs would be so much better because of the performance and memory. you could have a wild range of features, performance and bigger levels. would make having limits a thing of the past. but I believe this engine could open some new doors for fpsc.

I think redeye ,Marc Steene,Robert Knox (knxrb) ,JTK, hockey kid,Scene Commander and Lee should work together on a rebuild for fpsc. because I think redeye is on the right track with this engine and hockey kid is on the right track with the whole saving memory with the light map feature. Scene Commander and his new commands.but also bond1 , plysire,Errant AI and s4mod should be part of this fpsc rebuild project. this could be Lee new crew of developers. plus Wolf and Bugsy as the new models and map creators. meaning they show off sample maps with unique design. the fpsc rebuild Team.

more than what meets the eye

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Red Eye
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Posted: 24th Apr 2012 21:26 Edited at: 24th Apr 2012 21:29
@DarkGoblin: Aye, I am not fully into shaders, but I believe Evolved's LightScattering takes everything that is bright and scatters it to the direction given. One solution would be increasing the brigthness of the Sky. I believe you implemented it also in your Mod, if you got any tips on a possible solution, please say. I did some tests and it happens only when the contrast can't be computed accuratly (not very often). I don't know exactly how Evolved's LightScattering work, but I guess that is one of the problem. Along with 3 other bugs, that's about it hehe, Marc Steene truly found every bug so far (i hope).

@Michael X: Thanks for the nice comment. Given that the engine is coded from scratch with C++ the performance is indeed better. Altough I have seen FPSC scenes where the performance and graphics were great, just because the level was greatly optimized. Something I ofcourse recommend doing in LightStormEngine too (the first reason I want to give users that most flexible scripting abilities), altough you are right when you say that performance is less the issue .

The team sounds great! But in some ways we can already work together, take "saving memory", hockeykid implements this during the level "initilization" (i believe), LightStormEngine runs after it, so it can be merged in a way. Anyone can contribute in different ways (it isn't opensource tho), I know DarkGoblin has great skills in using Evolved's shaders and manipulate them, so there lies another area of contribution (not implying just as an example), and thus everyone as their own specialties. I think Lee has his hands full of other great products. For me, it would be nice to see a TGC product being developed by TGC Forum Members, ofcourse the help of Lee is greatly appreciated.

Cheers,

Dark Goblin
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Posted: 24th Apr 2012 22:19
@RedEye:
You need to apply a shader to exactly all objects and add a render pass which shows it completly black, put that together to a rendering image (so have a image of the whole scene black with only the parts rendered as they are which shall produce rays) and pass this as an image to the lightray shader.

Red Eye
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Posted: 25th Apr 2012 01:42
@Dark Goblin: How could I have missed that in Evolved's demo... Hehe, thanks for noticing and mention the problem. Applying it to the scene right now.

Cheers,

Dark Goblin
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Posted: 25th Apr 2012 18:19
No problem. One could say it's my job... somehow it even is... well... xD

Good luck with it, will be waiting until I'm allowed to test something ;D

UGTV
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Posted: 25th Apr 2012 23:31
If I am understanding this right, it looks like after I build a game in fps and cook it with lightstorm it will run smoother. Does it effect graphics, shadows, etc or is it only to improve frame rate?

Just the increase in frame rate would be awesome!

And yes I would buy it or updates

The Underground
Dark Goblin
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Posted: 25th Apr 2012 23:38
Another thing I just saw after watching your video a second time red eye.
The render image for the light rays is completly of when you look at the tower. This normally exists if the plane aspet and the resolution are not set correctly to other screen resolutions.

Had this a few times, even with bloom etc. You need to check for such things, happens quite often with Evolved shaders.

Red Eye
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Posted: 26th Apr 2012 09:47 Edited at: 26th Apr 2012 09:47
@UGTV: We are focussing on performance, but graphical effects are on our list (we started working on a basic Fullscreen Shader system, as seen in older images on this thread, and implementing Evolved's shaders. ) .

@Dark Goblin: Yup! Fixed it after Marc Steene posted the screenshot ! hehe I knew a shader specialist would comment on that. Thanks though .

Cheers,

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