Hmm....
my absence for 4 weeks, lots of work and thought process.
Complete rewrite, and the project members have gone from 2 to 9 members. Including attracting an artist
we still need HELP!!
more programmers, more artists.
say hello to john
Project Ninja Star - help wanted - ported to windows on 26th
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
Well, "Hello, John!"
John looks way too high poly to be rendered in realtime IMO. He`s maybe somewhere around 30-40k trigs.
Combined with all your shaders I doubt your game will run on my crappy pc...
By the way, nice game design document.
All I can say is: "Hopefully we`ll see."
John looks way too high poly to be rendered in realtime IMO. He`s maybe somewhere around 30-40k trigs.
Combined with all your shaders I doubt your game will run on my crappy pc...
By the way, nice game design document.
All I can say is: "Hopefully we`ll see."
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
This is Mike Minnell (I drew him)
There is going to be a lot of optimisation in the engine... At the moment we are resolving Z-sorting, both to render front-to-back and to remove ocTree management double visibles. Then I shall be writing an extension to SMaterial to specify if the pixel program will be changing the depth (and a shader parser, i will be writing too), I will sort the materials into two piles of the ones with early Z and without (still in the Z order). Then we are moving onto texture compression and occlusion queries using bounding boxes and bounding meshes.
There is going to be a lot of optimisation in the engine... At the moment we are resolving Z-sorting, both to render front-to-back and to remove ocTree management double visibles. Then I shall be writing an extension to SMaterial to specify if the pixel program will be changing the depth (and a shader parser, i will be writing too), I will sort the materials into two piles of the ones with early Z and without (still in the Z order). Then we are moving onto texture compression and occlusion queries using bounding boxes and bounding meshes.