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Iteration 31 was just released. Mostly compatibility issues that was resolved. The game should now run better on low-end Intel GPUs. Feel free to try it out and report any problems or successes here Enjoy! |
Submitted by hObbE
Wed, 05/13/2009 - 11:49
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Just tried it on my eee 701,
Just tried it on my eee 701, ie. the very lowest end
. It does stutter and drop frames (enough to affect gameplay) when there's a lot of stuff on screen (640x400 fullscreen), but I think it's pretty cool that it goes at all! And it probably runs better on the newer atom powered eee's.
There's some usability things that could be done for small screens I suppose... Like the buy-the-game-reminder not fitting on screen, so you can't see the buy/try some more options, took me a little while to realise that the game starts if I just close that window
. And also text on buttons and between missions etc is very small and barely readable. But the question is what percentage of users that will actually play the game on these things
. Probably not worth spending a lot of development time on, hehe.
Cool that it runs!
Hey, thanks for trying it
Hey, thanks for trying it out!
The buy/nag screen problem is a bit annoying, though if you mark the text and "drag" down you can display the images. I'll check what can be done about this
Possibly I'll also add some gfx options to turn off bg rendering. I suspect this will speed things up a bit as it consumes some fillrate.
BTW I saw Sidhe is working on a new breakout game
Anything you're involved in?
Ah, you saw the shatter
Ah, you saw the shatter trailer! No I'm not involved actually... It's a pretty small project, more or less two programmers and one artist
And it's a bit of a guinea pig project for a new game framework that's designed to facilitate downloadable game development and take care of TCR/TRC/Lotcheck (MS/Sony/Nintendo) submission requirements... I'm currently in a graphics/engine programming group that supports two projects for wii/ps3/360. Not a super high profile project or anything, but I like playing around with graphics programming
Lately I've been porting a post processing effects system to 360. Fun 
You probably don't want to spend too much time on making it run on eee hardware, but maybe turning bg rendering off will help...
Yeah, the trailer was cool!
Yeah, the trailer was cool! Especially since we've made a breakout clone ourselves. I guess you remember Timebreaker
For you who wonder what the fuck we're talking about. Here's the trailer
Your work tasks seem to be the right thing for a you
It would be very interesting hear more about your experiences in post processing. An area where I have not dabbled much myself.
Adding an option to disable the background should be a breeze to ad (it's all IMGUI) but I will run a test and see if it actually makes any difference
wow shatter looks like the
wow shatter looks like the first breakout game in years i actually want to try. sorry time breaker but that looks awesome
i gotta remember to look into imgui when its time for gui in my game. not too far off now. now ive been restructuring and cleaning up before things go too far down the wrong road
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Solid Core Entertainment
Developer of Roadclub
The source for IMGUI stuff
Here's the little movie that started it all for me:
http://mollyrocket.com/861
Also the forums cover most everything related:
https://mollyrocket.com/forums/viewforum.php?f=10
/johno
"you can't stop the change"
cool
cool thanks!
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Solid Core Entertainment
Developer of Roadclub
Well this thread has gone
Well this thread has gone wildly off topic
As for my experiences with post processing, depends on what you want to know? It was nice and refreshing to work directly with the graphics API again for a change, as opposed through the many layers of Gamebryo! Our post system handles buffers/render targets, shaders, state setting and immediate mode rendering itself, behind Gamebryo's back. When it's done we restore the Gamebryo state. So it's implemented per platform with straight GX/D3D/gcm.
Wii and 360 can only render to embedded memory in the GPU (EDRAM), making render to texture work a little differently compared to the ps3 or pc. But yeah, we basically just render rectangles in immediate mode
Start with the full res scene, downsample, blur, apply the effects... Some effects are done in full res, some in half and some in quarter res.
My role was to port the system, that was already running on wii and ps3, to 360. One of the challenges was to make it play nice with split screen rendering where each viewport wants to have individual post effects applied. Also on 360 there's things like predicated tiling (for surfaces that have to be split and rendered a tile at a time to fit into EDRAM, like in the case of 1280x720 2xMSAA) to take into account.
You got me started
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