It's uber uber simple at the mo... just mainly the graphical effect.
But, if you check out my new R&D post (about raster effects), I think some of that technique can be used to split the road into a load of segments of X pixels high. You could then use some cool maths functions to distort the road to make corners etc.
the smaller the hight of the segments, the more control there will be over it.....at the expense of performance. It's basically a way of faking bitmap manipulation....by splitting the bitmap into separate objects.
The actual 3d floor effect using fade lines actually runs pretty well, as it's only 6 instances of an actor with a few rules. (There are a fair few constrains in there to make it work though) But that all runs at 60fps on my 3GS
In the afterburner template, with all the 3d fade lines running and the tilting,and enemy planes running and the moving around with the gun sights, still runs at 60fps for the most part.. it drops to 57-58 every now and again. (maybe because for ease of making the template, I am spawning the enemy planes)
Once you start shooting, it drops to 50fps (but mainly because I am spawning the bullets and not recycling them) I think. The spawn rate for the bullets is pretty high, so recycling would be a much better option for performance, I just didn't do it.
Once I start messing with the road segment stuff.... who knows. In theory, performance shouldn't take toooooo much of a hit, as it's just a bunch of objects moving left or right.
I would think a 1st gen phone might possibly die at the thought of running it tho
quantumsheep said: This, to me, is the most exciting thread on GS! Nice one!
You know what.... I'm so tired of seeing threads about people leaving GS, and GS being rubbish because it can't to this, or can't do that. "I can't make my shooting game cos performance is bad when I have 3 baddies onscreen, and the controls are rubbish for my player, and my titlescreen looks brown" etc
Well, lets see what it CAN do.........................whilst we wait for the roadmap ;o)
Part of the problem is GS's remit to make "Game development for everyone". In doing so, it seems users start to feel that they don't have to ...think.... about the maths, or the how the physics could be used in ways other than making blocks fall off other blocks.
Of course...GameCentre will be MUCH appreciated sometime soon guys
Comments
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Was a little sidetracked making the title screen stuff, but it looks really nice and smooth on my 3GS...love it )
@Twisted, I think I will
Needs some tidying up and some optimizing before it gets to that point though ;o)
going to get the enemy stuff working a bit better etc today. Will keep y'all posted.
Then it's onto the fake mode-7 tech demo )
@TwistedMech : http://gamesalad.com/forums/topic.php?id=16974
My brain is now a bit broken after all that, so I'm off to do something less taxing...like actually work on our current game
Where's our Sega Fanboy "Polygame" he would LOVE this!
Futurama says it all!
he he
I saw a little sneak peak of a (simple!) racing scene - can we see that please?
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
http://gamesalad.com/forums/topic.php?id=16974
It's uber uber simple at the mo... just mainly the graphical effect.
But, if you check out my new R&D post (about raster effects), I think some of that technique can be used to split the road into a load of segments of X pixels high.
You could then use some cool maths functions to distort the road to make corners etc.
a bit like this
-.........-
-.........-
-.........-
-.........-
-.........-
-.........-
-.........-
-.........-
-.........-
-.........-
-.........-
a straight road.
now take those same segments and do this using (and her's where it gets a bit fuzzy) a formula ;o)
+++++++++++-.........-
+++++++++-.........-
+++++++-.........-
++++++-.........-
+++++-.........-
++++-.........-
+++-.........-
++-.........-
++-.........-
+-.........-
-.........-
and we have the start of a curve
the smaller the hight of the segments, the more control there will be over it.....at the expense of performance.
It's basically a way of faking bitmap manipulation....by splitting the bitmap into separate objects.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
But that all runs at 60fps on my 3GS
In the afterburner template, with all the 3d fade lines running and the tilting,and enemy planes running and the moving around with the gun sights, still runs at 60fps for the most part.. it drops to 57-58 every now and again. (maybe because for ease of making the template, I am spawning the enemy planes)
Once you start shooting, it drops to 50fps (but mainly because I am spawning the bullets and not recycling them) I think. The spawn rate for the bullets is pretty high, so recycling would be a much better option for performance, I just didn't do it.
Once I start messing with the road segment stuff.... who knows.
In theory, performance shouldn't take toooooo much of a hit, as it's just a bunch of objects moving left or right.
I would think a 1st gen phone might possibly die at the thought of running it tho
Well, lets see what it CAN do.........................whilst we wait for the roadmap ;o)
Part of the problem is GS's remit to make "Game development for everyone". In doing so, it seems users start to feel that they don't have to ...think.... about the maths, or the how the physics could be used in ways other than making blocks fall off other blocks.
Of course...GameCentre will be MUCH appreciated sometime soon guys
Would love to learn how to do it.
http://gamesalad.com/forums/topic.php?id=16974