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| I See Blockland Is On Steam, And A New Developer? |
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| otto-san:
--- Quote from: coolitic on December 19, 2013, 04:15:26 PM ---I'll give 2. Poorly optimized shaders and you can only see a limited amount of lights at a time. --- End quote --- the latter is valid but i'm 90% certain that's an opengl limitation. this doesn't mean there can't be something done about it though. with the first one you need to keep in mind that you have a possible 256k bricks to plant find me one engine that can do what blockland does with its bricks. keep in mind these have to be non-static objects, aka not counting terrain or fixed decorative features or anything that isn't removed, added, or altered midgame. though there is validity to the complaint, the possibility for improvement regardless of what engine we're working with is slim --- Quote from: Electrk. on December 19, 2013, 04:15:34 PM ---vehicle physics is a big one --- End quote --- yes, i agree --- Quote from: coolitic on December 19, 2013, 04:15:26 PM ---This engine is very old, code needs to be replaced/facelift. --- End quote --- again i would direct you to the constant facelifting that has been occurring and the work involved in replacing this engine |
| coolitic:
--- Quote from: otto-san on December 19, 2013, 04:19:53 PM ---the latter is valid but i'm 90% certain that's an opengl limitation. this doesn't mean there can't be something done about it though. with the first one you need to keep in mind that you have a possible 256k bricks to plant find me one engine that can do what blockland does with its bricks. keep in mind these have to be non-static objects, aka not counting terrain or fixed decorative features or anything that isn't removed, added, or altered midgame yes, i agree again i would direct you to the constant facelifting that has been occurring and the work involved in replacing this engine --- End quote --- Heres an easy one: (and if it's already implemented, then there are other areas that need SERIOUS optimization) When bricks of same properties (such as color) are stacked on each other (as long as they are attached), should be shaded (and rendered in general if you want) as a single brick of whatever size/shape it is. How about we update OpenGL to remove that other limitation? Also I see that CryEngine and some other engines can shade much more efficiently than block land. |
| coolitic:
I just found an option allowing for 120 FOV. WHY |
| otto-san:
--- Quote from: coolitic on December 19, 2013, 04:24:54 PM ---Heres an easy one: (and if it's already implemented, then there are other areas that need SERIOUS optimization) When bricks of same properties (such as color) are stacked on each other (as long as they are attached), should be shaded (and rendered in general if you want) as a single brick of whatever size/shape it is. --- End quote --- i'm pretty sure this is where the oct tree comes into effect, and i'm also pretty sure the calculations to do this would eventually cause more issues than necessary --- Quote from: coolitic on December 19, 2013, 04:24:54 PM ---How about we update OpenGL to remove that other limitation? --- End quote --- i think it's an issue with the kind of light, idk if updating opengl is worth it/would even help. i'm not an expert on that though --- Quote from: coolitic on December 19, 2013, 04:24:54 PM ---Also I see that CryEngine and some other engines can shade much more efficiently than block land. --- End quote --- --- Quote from: otto-san on December 19, 2013, 04:19:53 PM ---keep in mind these have to be non-static objects, aka not counting terrain or fixed decorative features or anything that isn't removed, added, or altered midgame. --- End quote --- also keep in mind again the amount of work necessary to implement bricks in as good a way as they are now --- Quote from: coolitic on December 19, 2013, 04:26:37 PM ---I just found an option allowing for 120 FOV. WHY --- End quote --- because some people play on weird way2big widths or something |
| ChexGuy331:
--- Quote from: coolitic on December 19, 2013, 04:06:20 PM ---I feel kompressor does not get enough credit if I have been playing since 2009 (and demo even earlier) and have never heard of him. --- End quote --- I feel like you suck at paying attention if people who have been playing for the same amount of time can figure out who kompressor is since he posted the shader update thread. --- Quote from: coolitic on December 19, 2013, 04:26:37 PM ---I just found an option allowing for 120 FOV. WHY --- End quote --- Because an FOV of 90 is the bare minimum for playing a game in first-person without having it look like you're trying to play through a pair of binoculars. |
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