i finally switched back to this arena yesterday touched up a few things but mostly i wanted to put together a quality control setting you can try out for older vid cards. textures haven’t entirely been “vertex proofed” so some look worse than others in this mode.
this however does not yet include destruction quality settings i’m going to try, so you’ll likely slideshow it pretty quickly with glass breaking as it is now. most of the arenas are going to have some destructable elements, and i’m waiting till i finish the arena i’m doing (and maybe another) before i start working on that.
anyway, at this point this arena might not make it into the game, so i’m not really doing any more work on it for now. i am interested though to hear framerates, if the low quality setting works, and if there are any glaring bugs going on. known issues:
-sound FX are not mine, just for testing.
-lightning culling issue.
-glass particles sometimes fall through floor.
-gun animations jerky (i don’t know why this is but they’re only temporary, done in unity)
-glass prism could be much better (and is a source of slowdown) - i haven’t touched learning shaders yet so all in this level are just what i could find.
-character controller stopping on falling glass.
crits comments welcome.
enjoy ; )
ps i’m not using the default unity quality settings so a pic is attached. pixel light count doesn’t matter as i force everything on or off at this point.
This is so damn cool. It looks awsome even on my emac. How come the fire rate of the gun is different in scope mode? Also if you have ever aimed a gun before you will know that the scope moves around when you move so it is hard to aim while moving and the static gun model is pretty inacurate.
Could you use the mesh interface to make it so that the cracks in the glass fit with where you shot it? Realistic glass breakage physics would be so cool.
yeah i expected this. once i get the destruction system down hopefully framerate will be better for you at a lower setting. i do want to maintain a certain look though (with textures, effects physics), so there is going to be some cutoff point under which certain computers just won’t run it. figuring out where that is will be very hard. i’m trying ; )
cool - i’m surprised.
i was just trying to be efficient at this point - i wanted to try both a camera zoom a burst fire so i just combined them into one mode. that gun (basically a really souped up pistol) would have both one handed single shot burst fire that you hold with two hands. so you would change stance but it wouldn’t be set up like it is now.[/quote]
i actually already had that working, but there were some issues with it so i took it out for now. it’ll be in for sure though, rigged for velocity all.
particles with an animated texture so they rotate.
Nice. Runs very smooth (50-60 fps) on my Intel iMac (Core 2). Except when breaking glass it hovers around 10. Cool effects though. Is there anything to do other than break glass and drop the big pillar though?
not at the moment. all i have is blender right now so characters will have to wait. i will have some sort of ai together for testing but i don’t know how far i’ll go with that before i get the animation aspect together (and down the line if all goes well it will have multiplayer too). as i said this level is really a proof of concept and most likely won’t be in the game there’s nothing to it really (maybe as trainer level i don’t know).
you dropped the column, cool. i was wondering if anyone noticed that ; )
every level will have a bonus objective, some like your traditional get to the hidden area or object, some functionality based like this one.
I get 60-50 and 40-30 FPS on my Mac Pro at 2560x1600. I would sugest AA settings in the game, the reason for this is that at my resolution thats a ton of pixels for the AA filter to process, even though I have one of the best card on the market. Where as other machines running it on fantastic with smaller resolutions will get better frame rates even though they have lower cards.
Obviously in this arena its not a problem but with larger view areas and more complexity it could become a problem. Just my 2¢
definitly a good idea. my quality setting is the start of things like that, though i hadn’t really thought that far ahead yet. (ot but daamn! 2560x1600, your vertical resolution is the same as my horizontal ; )
thank you all for your comments info, very informative appreciated ; )
if anyone else has any framerates to report please let me know.
Gotta love that glass.
Goes bout 20fps on my g4, down to 2 when glass breaking…then up to about 14 and stays there. All commercial games go about this speed on my comp. so its sweet as.
Only played with it a little bit. I’m getting a steady 30 fps on my Intel Duo iMac. Mouse movement is a little jerky, but otherwise is an awesome demo.
yeah, i have a bunch of ideas to try for a “destruction quality system” but i’m waiting till i finish my latest arena (also with destructable objects) before i attack this. i don’t know yet how useful, practical or possible some of them are but here’s a few:
-broken object count limits. ideally once the limit is passed it kills objects not in view first, and fades them if they are in view. if this does not work i will do the standard time fade.
-differing amounts of instantiated broken pieces and spawned particles.
-no collision between smaller broken pieces, no particle collisions.
in the works, it’ll break if your (or any objects) perpendicular velocity is past a threshold.
i did, and even with one that didn’t match the scene i can see it looks nice, but that was only for the unbroken pane. it would have to be that on all the broken pieces as well or else you get this weird snap - it seemed like it would be a performance killer if i did that so i hadn’t tried it. maybe i will fool around with it for a high-end setting.