Search found 20 matches
- Tue Jun 23, 2015 1:54 pm
- Forum: Modding
- Topic: Switching from XML to LUA?
- Replies: 5
- Views: 21201
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...
- Mon Jun 22, 2015 7:31 am
- Forum: Galaxial Discussion
- Topic: Frequently Asked Questions
- Replies: 25
- Views: 28118
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!
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!
- Tue Feb 10, 2015 6:24 pm
- Forum: Galaxial Discussion
- Topic: Galaxial Videos
- Replies: 26
- Views: 28433
- Sat Feb 07, 2015 1:25 pm
- Forum: Galaxial Discussion
- Topic: AI opponents
- Replies: 17
- Views: 20052
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...
- Wed Jan 28, 2015 3:00 pm
- Forum: Announcements
- Topic: DevLog: The making of Giru!
- Replies: 31
- Views: 33600
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?
- Wed Jan 28, 2015 12:29 pm
- Forum: Announcements
- Topic: DevLog: The making of Giru!
- Replies: 31
- Views: 33600
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...
- Wed Jan 28, 2015 12:00 pm
- Forum: Announcements
- Topic: DevLog: The making of Giru!
- Replies: 31
- Views: 33600
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...
- Wed Jan 28, 2015 8:25 am
- Forum: Announcements
- Topic: DevLog: The making of Giru!
- Replies: 31
- Views: 33600
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...
- Wed Jan 28, 2015 7:19 am
- Forum: Announcements
- Topic: DevLog: The making of Giru!
- Replies: 31
- Views: 33600
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...
- Tue Jan 27, 2015 1:46 pm
- Forum: Galaxial Discussion
- Topic: Frequently Asked Questions
- Replies: 25
- Views: 28118
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 ...
- Tue Jan 27, 2015 7:37 am
- Forum: Galaxial Discussion
- Topic: Frequently Asked Questions
- Replies: 25
- Views: 28118
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...
- Mon Jan 26, 2015 4:26 pm
- Forum: Galaxial Discussion
- Topic: Frequently Asked Questions
- Replies: 25
- Views: 28118
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...
- Mon Jan 26, 2015 3:12 pm
- Forum: Galaxial Discussion
- Topic: Frequently Asked Questions
- Replies: 25
- Views: 28118
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...
- Mon Jan 26, 2015 2:27 pm
- Forum: Suggestions
- Topic: [Suggestion] Dev updates of the week
- Replies: 4
- Views: 8735
[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...
- Mon Jan 26, 2015 2:20 pm
- Forum: Galaxial Discussion
- Topic: Frequently Asked Questions
- Replies: 25
- Views: 28118
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 ...