Codename chocolate (say hello to the High definition)

Re: Codename chocolate (say hello to the High definition)

Postby 0zone0ne » 23 Mar 2014, 00:28

Reimagining of "fountain" screenshot:
jungle_fountain_compare.png
You can ignore the track splitting into two paths if you want, I don't know how much work that would take to do. I just thought it was a nice idea to have a higher road with speed boosts, and a lower one with item boxes. It isn't necessarily something I think you should add.
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Re: Codename chocolate (say hello to the High definition)

Postby Totoplus62 » 23 Mar 2014, 00:37

Yeah different paths. This concept art is interesting :)
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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 00:41

I LOVE the screen shoot. Really I LOVE it but don't panic you will have a LOT of alternative path In fact to not spoil you I removed some information from the screenshoots.

This will be as epic as you might think and maybe even more.

OzoneOne, come on IRC channel #stk freenode I need to speak to you personally :)
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Postby tuxkartdriver » 23 Mar 2014, 03:55

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 04:17

Hello :)

Blender can bake lightmap on which uv layer you want and on which texture you want.
Exactly like maya.
However chocolate doesn't use lightmap since all lights are dynamic. I use the second layer to store a detail map composed by details like bolts moss and ambient occlusion.

Basically in chocolate you have a generic texture
and on top of that a detail texture to break the repetitive pattern of the first one

You use dpi (dot per inch).
It's strange in video games we never use dpi. We use pixel.

Unfortunately a panel for maya isn't possible. Because it will require an incredible amount of time.
I suggest to use blender. It's the easier solution.

Btw can you post your track I'm curious to see the result.
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Postby tuxkartdriver » 23 Mar 2014, 04:28

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 04:35

Yes exactly. 0.8.2 options are for the upcoming version (I use them for chocolate).
I remember your old post about light. Now in the development version it's possible to use blender lights.

If you want to use 0.8.2 options you have to download the sources and build the game.
Be aware it's work in progress so it may crash.

Look on the wiki how to build supertuxkart if you want to try.
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Postby tuxkartdriver » 23 Mar 2014, 04:47

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 04:56

Can you send me the blend ? With everything included. I'm curious :). If you don't want you can send me a rendering picture.

I'm curious. Of course I will keep the secret.
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Postby tuxkartdriver » 23 Mar 2014, 05:03

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 05:05

You can join it in the e mail. I posted my email in the post above
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Postby tuxkartdriver » 23 Mar 2014, 05:13

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 05:19

Do you removed the "z" I didn't receive the mail :/
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Postby tuxkartdriver » 23 Mar 2014, 05:24

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 05:33

Yes I answered
By the way have you read that ?
http://supertuxkart.sourceforge.net/Universe
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Postby tuxkartdriver » 23 Mar 2014, 05:45

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 05:49

Maybe things like alma perdida or las dunas might be interesting for you.

Just asking all texture were made by you ?
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Postby tuxkartdriver » 23 Mar 2014, 06:09

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Postby tuxkartdriver » 23 Mar 2014, 06:13

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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 23 Mar 2014, 06:15

Nope tje universe isn't necessarily for the track name. You can put an old road sign that indicate the next town.

I hope it will be available soon for testing and playing. I like to discover other tracks.
I'm glad you use reference photos. It's definitely something very very important to do.
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Re: Codename chocolate (say hello to the High definition)

Postby 0zone0ne » 23 Mar 2014, 06:25

Hey Samuncle, I just made a small "musical doodle" regarding the jungle track. I know it's not what you want me to be working on right now, but I just want to know if it's something you will want me to continue with in the future.

You'll also be happy to hear that the chocolate temple is coming along nicely. ;)
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Postby tuxkartdriver » 23 Mar 2014, 06:32

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Re: Codename chocolate (say hello to the High definition)

Postby Totoplus62 » 24 Mar 2014, 23:47

How many triangles for an object ? Just asking
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Re: Codename chocolate (say hello to the High definition)

Postby samuncle » 25 Mar 2014, 16:30

Hey Samuncle, I just made a small "musical doodle" regarding the jungle track. I know it's not what you want me to be working on right now, but I just want to know if it's something you will want me to continue with in the future.

I'm not completely convinced and for the moment I'm only focused on graphics. Due to the south American location I was thinking to use something close to Samba. But not sure yet.

You'll also be happy to hear that the chocolate temple is coming along nicely. ;)

Cool :). I can't wait to see the result :)
How many triangles for an object ? Just asking

There is no fixed count. The engine can goes up to one million of poly. A palm tree as for example 1500 poly. Hacienda had 7000 tris. So with 7 palm trees you have a higher poly count :P. My target is aound 500 000 for the whole track.
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Re: Codename chocolate (say hello to the High definition)

Postby vlj » 25 Mar 2014, 16:32

Actually the bottleneck of the engine is not the amount of triangle but the amount of object. An object can have an awful lot of triangles (read:100k) and still have a minimal impact even on igpu. Gpu have become really good at pushing triangles these days that I don't think any game out there is triangle bound (that's why tessalation was introduced).
However, an object requires some overhead to be set up (binding a vao, a program, a texture) which makes some "sync bubbles" in the driver.

Instancing iis used to make possible to push more objects efficiently in stk where an object is repeated several time in the scene with few variations. Chocolate benefits from that a lot because it batches the rendering of around 130 trees to a couple of api calls. This at least doubles the fps.

In the long term it's possible to do even more with glMultiDrawIndirect which basically is like Instancing but with any mesh, which means we can render any scene with just a couple of api call (one per material instead of one per object). Unfortunately it is only available from gl 4.2.
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