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by Wrymn
Tue Jun 23, 2015 1:54 pm
Forum: Modding
Topic: Switching from XML to LUA?
Replies: 5
Views: 1605

Re: Switching from XML to LUA?

It would be faster to write the game afterwards, yes, but integrating lua + the performance call overhead, would be the downside. Plus there seems to be A LOT of codebase in C++ for gameplay side. Not expert on it, but not sure it would be that easy to mix C++ and lua gameplay code if a lot of its a...
by Wrymn
Mon Jun 22, 2015 7:31 am
Forum: General
Topic: Frequently Asked Questions
Replies: 25
Views: 3457

Re: Frequently Asked Questions

Hi Stuart,

wanted to ask, you mentioned somewhere that your GUI (Buttons, widgets) are procedurally rendered. How did you mean that?
Does that mean you didn`t created the UI components in graphics program? Very interested in this process.

Thanks!
by Wrymn
Tue Feb 10, 2015 6:24 pm
Forum: General
Topic: Galaxial Videos
Replies: 26
Views: 4460

Re: Galaxial Videos

+7 :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:
by Wrymn
Sat Feb 07, 2015 1:25 pm
Forum: General
Topic: AI opponents
Replies: 17
Views: 1830

AI opponents

I would like to know more about how will enemy factions work and behave. So there are multiple faction in one game right? - How aggressive they are? - Area they able to retreat when they are loosing the battles? - Is the enemy colonization implemented? I mean that enemy faction will go from system t...
by Wrymn
Wed Jan 28, 2015 3:00 pm
Forum: Announcements
Topic: DevLog: The making of Giru!
Replies: 31
Views: 4884

Re: DevLog: The making of Giru!

The explosions, as bullet impacts, are done via normal texture, just expanding it self for the explosion effect or via pure code/shaders?
by Wrymn
Wed Jan 28, 2015 12:29 pm
Forum: Announcements
Topic: DevLog: The making of Giru!
Replies: 31
Views: 4884

Re: DevLog: The making of Giru!

You load texture of ship with 100% hull. You draw the texture as normal. Then when hull gets bellow 60%, you destroy the texture for given ship and free it from memory. Then you allocate new texture to that spot. This texture will be texture with hull a bit damaged. The same goes for other percenta...
by Wrymn
Wed Jan 28, 2015 12:00 pm
Forum: Announcements
Topic: DevLog: The making of Giru!
Replies: 31
Views: 4884

Re: DevLog: The making of Giru!

You load texture of ship with 100% hull. You draw the texture as normal. Then when hull gets bellow 60%, you destroy the texture for given ship and free it from memory. Then you allocate new texture to that spot. This texture will be texture with hull a bit damaged. The same goes for other percentag...
by Wrymn
Wed Jan 28, 2015 8:25 am
Forum: Announcements
Topic: DevLog: The making of Giru!
Replies: 31
Views: 4884

Re: DevLog: The making of Giru!

I'm just throwing ideas out: would it be possible to create 'damage designs' for each ship How about something like this? [...] That looks pretty nice. Last night I was thinking about the potential performance issues you were mentioning. I assume that memory constraints are generally less problemat...
by Wrymn
Wed Jan 28, 2015 7:19 am
Forum: Announcements
Topic: DevLog: The making of Giru!
Replies: 31
Views: 4884

Re: DevLog: The making of Giru!

Nice update! About the ship damage textures. Why don`t you set the entire ship texture to damaged one, depending of ship hull percentage? So the performance would be the same since only one texture per ship. No layering of texture to show damage. Also the little shield outline around ships is also s...
by Wrymn
Tue Jan 27, 2015 1:46 pm
Forum: General
Topic: Frequently Asked Questions
Replies: 25
Views: 3457

Re: Frequently Asked Questions

Stuart if I may ask a few question about your background :) Where have you learned to work with C++ / OpenGL ? Have you attended some school of computer science, got some core knowledge and then learned the rest yourself? Or learned everything by yourself? Also If I may ask, what is your real life ...
by Wrymn
Tue Jan 27, 2015 7:37 am
Forum: General
Topic: Frequently Asked Questions
Replies: 25
Views: 3457

Re: Frequently Asked Questions

Stuart if I may ask a few question about your background :) Where have you learned to work with C++ / OpenGL ? Have you attended some school of computer science, got some core knowledge and then learned the rest yourself? Or learned everything by yourself? Also If I may ask, what is your real life j...
by Wrymn
Mon Jan 26, 2015 4:26 pm
Forum: General
Topic: Frequently Asked Questions
Replies: 25
Views: 3457

Re: Frequently Asked Questions

Isn`t z-buffering mostly used in 3d ? Technically Galaxial is 3D It's just that everything is rendered as textured quads rather than triangle meshes. But they still have 3D depth positions. Polygon Mode: https://lh5.googleusercontent.com/-1f5xV9Oy1C4/VMZe9VsN8mI/AAAAAAAABH4/4xMynMpty2c/s0/PolygonMo...
by Wrymn
Mon Jan 26, 2015 3:12 pm
Forum: General
Topic: Frequently Asked Questions
Replies: 25
Views: 3457

Re: Frequently Asked Questions

Hmm is it possible, I know it is hard, but sprite batching could greatly reduce the amount of draw calls. I am certain you already know and are familiar with it and surely have considered it :) The problem is most objects in Galaxial need decent quality alpha blending and transparency, so have to b...
by Wrymn
Mon Jan 26, 2015 2:27 pm
Forum: Suggestions
Topic: [Suggestion] Dev updates of the week
Replies: 4
Views: 757

[Suggestion] Dev updates of the week

Okay I think this strongly depends on you Stuart :) But it would be pretty interesting to have at least some short week updates. It would be here on forums in some Announcement or Dev Updates section. Things like what was added to game past few days, some annoying bugs, maybe funny bugs, some develo...
by Wrymn
Mon Jan 26, 2015 2:20 pm
Forum: General
Topic: Frequently Asked Questions
Replies: 25
Views: 3457

Re: Frequently Asked Questions

Hmm is it possible, I know it is hard, but sprite batching could greatly reduce the amount of draw calls. I am certain you already know and are familiar with it and surely have considered it :) But again, drawing 100 ships in one draw call per frame instead of 100x per frame, would greatly increase ...

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