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Lonely Bits Games Community Forums • [DEV DIARY 32] Progress Report
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[DEV DIARY 32] Progress Report

Posted: Sun Jun 04, 2017 11:47 am
by OldSnake
Hello everyone !

Time for a new small dev diary for explaining what I have been able to do this week.

1- GPU Accelerated Physics

I have integrated GPU acceleration support in the physics engine. This mean that instead of being calculated on the CPU the physics will now be calculated on the GPU. This dramatically improve performances of physics calculations (4x to 6x faster).
This feature is supported by NVidia and AMD GPU's. In case of some compatibility or performance problems on some PC, i have made this feature optional so it can be disabled in the game settings at any time.

This is opening the possibility for some advanced objects/building destruction in the future (can't make any promises on this yet)

2- Editor Further Improvements

Editor/Modding tools have received some new improvements and features:

- New noise map generator using the latest "UberNoise" system I have made. Useful for generating heightmaps for the terrain or any other creative usage.

- New "Collada DAE" 3D model import format support for importing 3D models in Dangerous Rays engine. So now .OBJ, .FBX and .DAE file formats are officially supported.

- Improvements to the model editor and the content browser for optimizing productivity and workflow.







3- Miscellaneous improvements and new features

- Small improvements to the engine architecture
- Numerous small improvements in different areas of the engine
- Physics character controller improvements and fixes
- Improved physics rigid bodies shapes generation performance
- Improved physics queries (raycasts, sweeps...) flexibility and performance
- Shaders cleaning and optimizations
- UI small improvements and fixes

That's all for this week ! See you by next week if everything is going well :)

Thank you for your support and your comment's. This is really important for me.

OldSnake

Re: [DEV DIARY 32] Progress Report

Posted: Sun Jun 04, 2017 12:36 pm
by CKAT
:-bd

Re: [DEV DIARY 32] Progress Report

Posted: Sun Jun 04, 2017 12:41 pm
by Benjamin Siskoo
Hello,

Heureux de voir que le projet est toujours en vie. J'avais pas mal fait de remonter de bugs sur les dernières versions (notamment des problèmes avec les cartes ATI). Vraiment hâte de pouvoir tester la nouvelle version.

Courage à toi pour cette belle aventure...

Re: [DEV DIARY 32] Progress Report

Posted: Sun Jun 04, 2017 12:54 pm
by OldSnake
Bonjour Benjamin,

Il n'a jamais été question d'abandonner le projet. Quelque soit les difficultés, j'ai fait en sorte de toujours pouvoir m'assurer de pouvoir travailler sur le jeu dans des conditions convenables.

Concernant les cartes graphiques AMD en effet le fait que le moteur tourne maintenant sous l'API DirectX11 et plus sur OpenGL 2.1 corrige déjà de nombreux soucis de compatibilité.

Les possesseurs de cartes AMD devraient donc avoir la même experience de jeu que ceux possédant un GPU NVidia.

Re: [DEV DIARY 32] Progress Report

Posted: Mon Jun 05, 2017 7:45 am
by Odin_Lowe
Tu fais de l'excellent travail OldSnake!! Lâches-pas!! On est tous avec toi! :-bd

P.S. : Est-ce normal que même si j'ai acheté Dangerous Rays dès que ce fut possible, je n'ai pas le tag supporter? :ymdaydream:

Re: [DEV DIARY 32] Progress Report

Posted: Mon Jun 05, 2017 9:29 am
by OldSnake

Re: [DEV DIARY 32] Progress Report

Posted: Mon Jun 05, 2017 11:41 pm
by Red Mayor
Excellent update. The Modelling and Sampling are looking amazing.

Thank you OldSnake!

Regards
Chris

Re: [DEV DIARY 32] Progress Report

Posted: Fri Jun 09, 2017 11:07 am
by greziref
Bonjour,
vous travaillez beaucoup sur le moteur graphique du jeu ( gros boulot,chapeau bas), mais qu'en ai-t'il de l'histoire de celui-ci ?

Re: [DEV DIARY 32] Progress Report

Posted: Tue Jun 13, 2017 8:38 pm
by Seneral
Thanks for the update, OldSnake:) Keep going!
But would also know, what progressions on the story mode? Is there still active development on it?
Graphics are always nice to have, but the story is what keeps the player playing;)