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Messages - kompressor

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391
General Discussion / Re: It's Here.
« on: February 24, 2007, 02:22:48 PM »
make sure to check your spam folder. the key e-mail is tiny - only three lines so could be easy to overlook.

meanwhile badspot is working on making sure the store is working perfectly - so if you do run into  problem, like a few folk did with echecks, it'll be fixed soon (just like echecks are).

392
General Discussion / Re: Mac system requirements?
« on: February 24, 2007, 02:13:27 PM »
barring any surprises during dev, I'd expect that for intel macs the requirements would be nearly identical. for ppc macs, you probably want to bump the cpu requirement up by 50 percent. having a good video card is important.

393
General Discussion / Re: Yay framerate
« on: February 24, 2007, 02:49:11 AM »
Depends on how you do it!

394
General Discussion / Re: It's Here.
« on: February 24, 2007, 12:43:39 AM »
It should have mailed you the key immediately, tho the mail might take a bit to get to you. (If your check bounces, it'll revoke your key. :)

Badspot's debugging this right now; he should have it figured out shortly. Worst case you might have to wait till the check clears completely before you get your key.

395
General Discussion / Re: Retail bl release date
« on: February 24, 2007, 12:39:41 AM »
YA RLY

396
General Discussion / Re: It's Here.
« on: February 24, 2007, 12:25:37 AM »
You should have gotten your license key immediately - does it say what the hold-up is?

397
General Discussion / Re: RBL This weekend?
« on: February 24, 2007, 12:19:58 AM »
It is now out.  :cookie:

398
General Discussion / Re: Yay framerate
« on: February 19, 2007, 01:56:12 AM »
Quote
Awsome, so now that those problems that were holding up the release are fixed, is it going to release soon?

Of course it'll release soon - soon as Badspot's ready. There are a lot of other things that factor into a release than whether a rendering optimization is solid.

399
General Discussion / Re: Yay framerate
« on: February 19, 2007, 01:24:47 AM »
Translation for the short of attention span:

we lovex0red the fps, it goes mad fast w/ lots of custom code and stuff.

400
General Discussion / Re: Yay framerate
« on: February 19, 2007, 01:04:45 AM »
Actually, it's kinda my fault retail slipped, lovexing the fps also introduced a few bugs. Like collision not working, or raycasts taking 100x the CPU they normally do. So we fixed those, but it took a little time. :)

Brick self-shadowing... could work... if you had a mega-beefy computer (probably 3+ghz CPU and uber vid cards)... and we had a month to burn implementing it... but really, I think Badspot would rather spend time making the game more fun than adding tons of rendering overhead. :)

Also - every graphical effect we don't add means a couple thou extra bricks you can have on-screen before your framerate plummets. ;)

For comparison - the stress test before we did this last rendering optimization pass was loading a city, complete with sky scraper, the beta testers built (you've probably seen screenshots of this). This would then dog at like 15 fps on a fast computer, and let us figure out where our speed was going. I think this was around 7k bricks.

After the new system went in, we made a new stress test called "Everything", which was every saved build that we had on file, loaded all (literally) on top of each other. This came to over 60k bricks, and included a complete mansion with about 10 rooms + attic + stairwell, the Titanic, the beta city, the pyramid, a monopoly board, three castles, and some other goodies. This now dogs along at about 15fps, on the same fast computer.

Now, I don't know about you, but if I'm playing a building game, I'd hate to be penalized for building a ton of stuff. Ever play SimCity 4? I always hated how when I finally got a big, healthy city going, the framerate would drop until it was unplayable on my system, even with minimal detail settings. And that was without me even really trying to build a ton of stuff...

So personally I'm in favor of building games where you have to really go out of your way to make the FPS dog (like by filling the entire room with bricks).  Actually, filling it solid with bricks wouldn't hurt as much as our stress test does, since the system culls stuff you can never see. (Like bricks entirely surrounded by other bricks.)

The bricks in Retail are a fully custom system at this point; custom brick file format, custom Torque objects for rendering, custom collision code, custom networking, two custom renderers, and a lot of custom blood, custom sweat, and custom tears.

As a few GG employees have stated, if you want Torque to do something really well, you should just make it do it well rather than abusing the system. :)

401
General Discussion / Re: Beta Videos
« on: February 17, 2007, 10:46:01 PM »
It's more-or-less the actual brick... but collision is off for exploded things.

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