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DarkBASIC Professional Discussion / Serious Sam, how did they do it?

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Hilmi2k
23
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Joined: 29th Nov 2002
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Posted: 30th Jan 2003 08:43
Has anybody here concidered how serious sam was done?

I think it was the most impressive case of optimized code I have ever seen. Or was it optimized polygon counts?

In that game you have endless amounts of enemies on screen at once.. So many of them you cant count. How was it done?


Did I say it is fast? because its blazingly fast.
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 30th Jan 2003 08:50
i've never played it... but my guess is an interesing LOD system.

i mean the technology demo ran so bloody slow on my system i never felt like playing the full thing - but no doubt the setup is using OpenGL's built in LOD, but when they get beyond a certain distance they turn into sprites.
At such a distance you won't be paying attention to what they look like

Anata aru kowagaru no watashi!
Kangaroo2
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Location: United Kingdom
Posted: 30th Jan 2003 14:34
Serious Sam is probably my favourite recent FPS game, well over any Unreal, Halflife or Quake games, Simply because it feels fresh, exciting, and very much like the original Doom games in its relentless speed and enemy count

Raven's right, there is impressive usage of LOD - the closer you are to a model, the more detail is added - interestingly, LOD is also used on the textures, when you are flat against a wall there is little or no pixallation, (very high texture res) but as you get further back it swaps it for a smaller texture. It constantly writes and re-writes memory to keep the pace high

The thing that really slows down the gameplay in a FPS is the AI of the enemies, however in Serious Sam they are not at all intelligent. They have a basic "If player 1 comes withing 15 feet of me, run at him screaming, If player is more than 15ft away shoot at him, If player is more than 100 ft away I can't see him" kind of logic. Its hardly a thinking mans game, but thats the fun of it. When you have 30+ enemies runnin at ya at full pelt, you don't worry about AI

Hilmi2k
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Posted: 30th Jan 2003 15:42
I could swear it was more than 30 enemies on screen at once, especialy in the pyramid level.
Shadow Robert
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Posted: 30th Jan 2003 15:50
lol ... seems silly, 30 guys at 1,000 polygons is quite doable on most systems now, especially from what i've seen of Serious Sam the mesh's arn't exactly the greatest of detail levels - niether are the worlds.

still gotta say it was a bitch to play on my standard system in the tech demo - as Jedi Knight2 performed better than it, i thought sod getting that. I mean in the Tech Demo it is literally alot of rooms showing effects, no weaponry nothing.

i dunno, i always have a game where i just shoot things senslessly (Doom) ... oftenly prefer to put much more thought into my games, like with Project IGI
thought truth be told - i've got some seriously weird tastes in games

Anata aru kowagaru no watashi!
WarWolf
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Joined: 27th Aug 2002
Location: Sweden
Posted: 30th Jan 2003 16:00
On the last level (At least in Serios Sam 2), there is like HUNDREDS of enemies on the screen at once. Literally! Reeeeeally funny!

I didn't steal it!
Fluffy Paul
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Joined: 16th Dec 2002
Location: United Kingdom
Posted: 30th Jan 2003 16:08
One trick you can do (but not in dark basic) is to only load each different model once. If multiple enemies use the same model then the model is drawn in different places rather than loaded again into a different bit of memory. This way the memory usage stays low.

Ending a sentence with a French word is so passé

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