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FPSC Classic Product Chat / LightStormEngine - Development Thread

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washburnrover
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Posted: 26th Apr 2012 16:27 Edited at: 26th Apr 2012 16:27
hey red eye, r u gonna use texture streaming in this? Occlusion and dark imposters (or an equivalent) would also be fantastic! Specifically texture streaming i think would be as simple as swapping textures on objects with the same textures at x2, x4, x8, and x16 texture reduction (based on their distance), meaning you could have large open scenes, as big as battlefield or rpg maps! occlusion allows you to get a framerate boost in smaller areas, and 2d representations are fantastic for trees in the distance (and having a way to swap meshes from a high-poly mesh to a low poly mesh with the same dimensions and general look, would be awesome for enemies and buildings in the distance). Since you're programming with lua and everything, I think you've opened up a world of unexplored options for fpsc, so props to you on that

1 more thing!:
Something that FPSC needs but never could have due to darkbasic, MULTI-CORE SUPPORT! idk if it's possible for ya though :p

That Big Idea guy that can't find the time...
Dar13
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Posted: 27th Apr 2012 20:55
Quote: "but never could have due to darkbasic, MULTI-CORE SUPPORT! idk if it's possible for ya though"

If he's using DarkGDK, as he said he is, then no he can't use multiple cores(at least not for the important stuff) because DarkGDK and DarkBasicPro use the same codebase. They're essentially the same.

AJ Schaeffer
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Posted: 29th Apr 2012 03:56
TAKE MY MONEY
TAKE IT
TAKE IT ALL
I DON'T CARE IF CAPS ARE HARD TO READ
JUST TAKE MY MONEY
AND MY FIRSTBORN CHILDREN
AND MY SOUL


TAKE IT ALL


I shall further address you as God.

Dar13
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Posted: 29th Apr 2012 03:59
I feel the same as AJ Schaeffer if source-code access is available(at a higher price or special request of course).

That would get me thinking about using FPSC again.

angusm3
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Posted: 11th May 2012 08:12
y u no update

http://www.youtube.com/watch?v=AfFa6uPv_8o
I appear to have burst into flames...
Red Eye
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Posted: 11th May 2012 14:06
@angusm3: Till end of May I have my final exams.

@AJ Schaeffer: I don't know if I am worth such title, thanks though!

@Dar13: I will think about it . I am changing the engine a bit right now. So this is the scheme:

TestGame: FPSC Editor -> Linker(ClosedSource) -> Engine (Dont see why this wouldn't be OpenSource.)
BuildGame: Produced Files (DAE, .irr) [by Linker] -> Engine

Cheers,

defiler
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Posted: 17th May 2012 00:44
How goes progress, that demo you showed made my mouth water.

Current Project: The Underground: Awakening
angusm3
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Posted: 1st Jul 2012 04:10
okay, my final exams are done, are yours now too Red Eye?

http://www.youtube.com/watch?v=AfFa6uPv_8o
I appear to have burst into flames...
UberXDominus
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Posted: 1st Jul 2012 18:58
Hey,

This mod looks absolutely amazing, giving FPSC a whole new range of possibilities. Will this mod include the expansion of the map size from the original 40 x 40 too something larger, or will this new engine lag too much as well. Or better an a custom map size selection could be added, this might mean FPSC could potentially handle more expansive outdoor scenes, which I know for some FPSC users would help them tremendously.

Great mod,

Marc Steene
FPSC Master
19
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Posted: 1st Jul 2012 19:06
Quote: "Will this mod include the expansion of the map size from the original 40 x 40 too something larger, or will this new engine lag too much as well. "


The lagging too much is just an excuse by certain people to avoid undertaking the huge task of increasing the grid size (apparently there's a lot of things interlinked with the 40x40 size). From what RedEye has said, LSE will be able to render objects outside of the grid size however I'm not sure how it will be possible to place them there in the first place.


Official LightStorm Engine BETA Tester
/?m=forum_view&t=190541&b=21
UberXDominus
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Posted: 1st Jul 2012 19:07
Intresting I will need to keep my eye on this.

angusm3
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Posted: 1st Jul 2012 19:45
so you can first get rpg mod to increase the size, and then render in lightstorm... excellent...

http://www.youtube.com/watch?v=AfFa6uPv_8o
I appear to have burst into flames...
Red Eye
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Posted: 2nd Jul 2012 10:17
Hey there! I was hoping to post when I had an update, but I can only answer your questions, because most of the code written is really just backend work.

@defiler: Thanks, progress is going alright! There have been some major changes in the structure of the engine, on which I am still working on.

@angusm3: Yes! Finally! And I have already started working on LSE. Have been able to implement several features, but really just backend stuff, and not ready for a video yet.

@UberXDominus: Editing the Level Editor's size really just depends on the FSPSC-MapEditor, on which LSE does NOT depend. LSE just loads the saved .FPM files. Like MarcSteene said, it's possible to position objects outside the grid, two options: Either use modded FPSC Map Editor source, or you can script for example planets through LUA.

@angusm3: Does RPG Mod increase size? That's pretty neat! Respect for Ched and Flatlander!

Back to programming...

Cheers,

Ched80
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Posted: 3rd Jul 2012 01:30
Sorry for the off topic post, but RPGmod does not expand the map grid beyond 40x40.

Great work on this guys! I hope you can keep your motivation up with this as it sounds really exciting!

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
Dar13
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Posted: 3rd Jul 2012 15:27
What methodology are you using for the programming of LSE? Singletons, Managers, Factories, etc?

I'm always interested in how other developers solve problems that are similar to mine.

Red Eye
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Posted: 3rd Jul 2012 17:50
@Ched80: Ah! Still respect for the work!

@Dar13: I have one class CMedia which is passed on and on throughout all managers in the engine. This class handles object, image, sprite loading etc. Another class CDebugger get's passed on to the CCore Manager, Level Manager and the DataLoader (static & dynamic data). Other classes, like: CEntity, CCharacter etc. have their own error reporting which the CDebugger can get information from and output it to the Console. The Scripting Engine is being controlled by the Level Manager and so it is instanced there. The Scripting Engine requires registering functions, and Lua can only accept declared functions outside classes. So I use a LuaBinder:: namespace, which contains all functions that are able to control pretty much every single Manager. But for this I pass all the pointers to the classes registered by the Managers to the LuaBinder:: Namespace. I got CLight, CCharacter, CParticle, etc all derived from the CEntity base, so I am able to handle them all as entities.

So if there is a Light:



And this is how I load up data from the produced files by FPSC:

(file.getInteger(); and such are part of a CRead class, to read binary from fpm files)



I did had to addapt to the way the files are being produced by FPSC, if it would be an XML type of format, it would be WAY handier. It would be easier to check if an entity outputted is an particle or a light source etc. To do: new CLight; or new CParticle; but got that sorted now.

I don't use a singleton, it kinda defeats the purpose of an OOP programmed library. Altough you could also say that about using one Core Manager that handles/instances everything, but I see that more as a Manager. Factories are cute, just looked into them! But I think I am kinda doing that. What I understand from Factories in refference to LSE:


Which is what I do in LSE but:



I guess the first method is better, and indeed still have to go on designing the CMedia (ResManager).

Love to hear your thoughts on this,

Cheers,

Dar13
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Posted: 4th Jul 2012 05:57
That single core manager sounds basically like a singleton to me. Other than that though, you seem to have a very well thought-out structure of code. I personally use app-states to handle the different stages of the game I'm making, but I can't really see how you could implement that into an FPSC style engine easily.

Quote: "I did had to addapt to the way the files are being produced by FPSC, if it would be an XML type of format, it would be WAY handier."

Well yeah, you could just use an XML-to-C++ class binder(I use Code Synthesis XSD) and then you'd have all the data right there.

I suppose that I would approach it different way, but I haven't really thought about it deep enough to have a way better than yours.

Keep up the good work!

UGTV
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Posted: 6th Jul 2012 06:51
Not sure if this is answered in the thread, but is their or will their be a demo version of this? Something we could try out and see if it would be worth buying? Even if it watermarked the game or something.

The Underground
Marc Steene
FPSC Master
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Posted: 6th Jul 2012 11:30
Quote: "Not sure if this is answered in the thread, but is their or will their be a demo version of this? Something we could try out and see if it would be worth buying? Even if it watermarked the game or something."


Nothing is set in stone yet, but we're currently thinking of providing a free demo version which has all the features of LSE v1 but without the build game feature and a watermark. The full version will be available for purchase. Updates for bug fixes and glitches will be free, but feature updates will likely cost money to support RedEye. Hope that helped


Official LightStorm Engine BETA Tester
/?m=forum_view&t=190541&b=21
The Zombie Killer
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Posted: 6th Jul 2012 11:54
@Marc Steene
LSE is open-source though, isn't it? Wouldn't that mean that it would be easy to get your hands on a non-watermarked build-game capable copy?

-TZK

Dar13
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Posted: 6th Jul 2012 15:47
Quote: "LSE is open-source though, isn't it? Wouldn't that mean that it would be easy to get your hands on a non-watermarked build-game capable copy?"

No, LSE is not open-source.

UGTV
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Posted: 8th Jul 2012 17:53
I would love to try a demo. Not that I have a clue how to use FPS anyway, but once I learn I would like to make my project look as good as I can,

The Underground
angusm3
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Posted: 10th Jul 2012 22:46
I will gladly pay for this, but I thought at the beginning Red Eye said it was going to be free

http://www.youtube.com/watch?v=AfFa6uPv_8o
I appear to have burst into flames...

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