Build A World - new massive game, using Irrlicht
Re: Build A World - new massive game, using Irrlicht
actually you CAN see the underwater side...
somewhat messy screen.... fired a bunch of C4 close the force field wall:
Last edited by sodandk on Sat Mar 23, 2013 12:41 am, edited 1 time in total.
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
this one was fun... 125.000 blocks of C4... engine handled it without lag
maybe juuust a bit OTT
maybe juuust a bit OTT
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
you cant see the top from underwater at shallow angles because there is this Physics thing called "Total Internal Reflection" which makes the water as reflective as silver at angles shallower than 45 degrees
Re: Build A World - new massive game, using Irrlicht
We have just finished evaluating the Intel Compiler, it gives almost 100% speedups on our servers compared to gcc (most probably due to very good auto-vectorization)
We could use the money from the kickstarter to buy a few licences of that.
I have a feeling the framerate in the client would gain 20% or so.
Using the intel compiler would make us one of the better optimized linux games in a long while.
We could use the money from the kickstarter to buy a few licences of that.
I have a feeling the framerate in the client would gain 20% or so.
Using the intel compiler would make us one of the better optimized linux games in a long while.
Re: Build A World - new massive game, using Irrlicht
Only on Intel processors. ICC creates very pessimized code when run on AMD or other non-Intel, much slower than GCC usually.
If you haven't read about this before, see Agner Fog's site.
If you haven't read about this before, see Agner Fog's site.
Re: Build A World - new massive game, using Irrlicht
well there is nothing stopping me from making an Intel and AMD executable
Plus my compiler runs out of memory when I want to compile the client XD
Plus my compiler runs out of memory when I want to compile the client XD
Re: Build A World - new massive game, using Irrlicht
PLUS now my focus has shifted from from optimizing the CPU
I'm going to port some of our most laggy functions to CUDA after easter (especially the block gravity, liquid handler, fire spreading and finally generation of new regions)
I'm going to port some of our most laggy functions to CUDA after easter (especially the block gravity, liquid handler, fire spreading and finally generation of new regions)
Re: Build A World - new massive game, using Irrlicht
Good if you can be sure your servers will always have Intel + Nvidia.
Re: Build A World - new massive game, using Irrlicht
Wonderful setup, like the modern and future tech instead of the minecraft choice.
For Physics consider using OpenCL and DirectCompute on the Gpu.
GPU's are capable of much more parallel calculations and physics is something that involves a lot of parallel calculations.
(Physics includes gravity fluidummechanics of liquid handler and fire spreading)
Hope that the design will try to use newer features of OpenGL and DirectX to make things as efficient and fast as possible.
(I like my games fluently)
Will there be any way to play offline and share creations via LAN and transferring files?
One future technology that should definitely be included is nuclear fUsion reactors.
If you wanna know what it looks like google Tokamak in google images.
http://www.google.be/search?q=tokamak&tbm=isch/
For Physics consider using OpenCL and DirectCompute on the Gpu.
GPU's are capable of much more parallel calculations and physics is something that involves a lot of parallel calculations.
(Physics includes gravity fluidummechanics of liquid handler and fire spreading)
Hope that the design will try to use newer features of OpenGL and DirectX to make things as efficient and fast as possible.
(I like my games fluently)
Will there be any way to play offline and share creations via LAN and transferring files?
One future technology that should definitely be included is nuclear fUsion reactors.
If you wanna know what it looks like google Tokamak in google images.
http://www.google.be/search?q=tokamak&tbm=isch/
Last edited by jCharler on Mon Mar 25, 2013 9:05 pm, edited 1 time in total.
Re: Build A World - new massive game, using Irrlicht
yes, you can play offline, but to autoshare models, you need to be online... you can create models offline, and as you go online,jCharler wrote:Will there be any way to play offline and share creations via LAN and transferring files?
the models are auto-synced.
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
ofcoursedevsh wrote:Sodan.... lets have some tokamaks
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
the new fire/smoke explosions are waaayy cool:
http://www.youtube.com/watch?v=Vm6sv8eef0o
http://www.youtube.com/watch?v=Vm6sv8eef0o
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
Minecraft + Garry's Mod = awesome?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Re: Build A World - new massive game, using Irrlicht
When a model is made I can share it with anyone, nicesodandk wrote:yes, you can play offline, but to autoshare models, you need to be online... you can create models offline, and as you go online,jCharler wrote:Will there be any way to play offline and share creations via LAN and transferring files?
the models are auto-synced.
Does this also work if the model builder wants to test and receive feedback in LAN before posting it online?
Getting a few people to review it over LAN may be very interesting. Does the autosync feature work over LAN?
Would like to have electric trains and rails.
Also be able to make spaceships and stuff of course, definitely the space shuttle, Sojoez rocket and the Apollo rocket and the launch platform for each of them.
Definatelly also atomic bombs with radioactivity that kills you when you get too much of it.