CegTag! - Page 2

CegTag!

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

*groans*

Gah, I just raised the requirements yet again. My game is going to be too laggy to play soon >___>

It isn't horrible, but it is pretty bad. I really would like MilliSecond timing as well.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Screenshot, Mr. 30 Seconds?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

In a second, my web has been running slowly for some odd reason. I also wanted to make a plasma artillery to use a different thing than an actual smoketrail. :P
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

umm and how do we use this?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Cegtag=SNIPAS_EFFECT;

That is all.

Oh my gawd, use it for lighting as well!

Image

Image
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It's really simple, Forb. Just add the line cegTag=NAME_OF_YOUR_CEG; to your Weapon's TDF.

This will cause whatever CEG is named to be spawned at the Origin of the model (or 0,0,0, if no S3O is present) every frame that the weapon is alive, with a couple of important (and interesting) exceptions:

1. cegTag doesn't seem to know what to do with the instant-travel weapons. I think it might be best to allow people to set a WeaponVelocity, and have cegTag just spawn from a point along the beam, so that people can do a variety of things.

2. cegTag shuts off on MissileWeapons and StarBurstWeapons if they have exceeded FlightTime. That's actually really kewl- the "engines" shut off, just as the projectile becomes just another Cannon shell. Plus, it allows for some other tricks...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Ah, you did a "dynamic light"! Great idea! I'll have to use that for a couple of things in PURE :-)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I noticed this on my missiles, and it made them look much more intelligent, like a smart weapon, almost.

Rocket until the target is locked, then keep going :twisted:
User avatar
Chrispin
Posts: 92
Joined: 15 Dec 2005, 02:05

Post by Chrispin »

All I have to say is...

RELEASE SVN TO LOBBY
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I am going to cum buckets when I get on this :) Cool! I have been soo busy securing my future job that I have missed all this! Thanks for the update argh, I had heard about it but forgot it shortly there after :P.

damnit, kdr, you need to punch my face for not paying attention.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Ah, the dynamic-light thing is extremely cool, thanks for sharing that idea, Snipawolf! I've already used it for the weapons that are big enough and bright enough, and it's very efficient, so it's not a big deal, in terms of performance costs!
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Snipa, stop taking screens on altored, it detracts from the epic win that is the fx and units :P
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yeah, groundflashes are pretty nice on the cost when it comes to particles. Now, I can't wait to make plasma and get to my later techs, this makes everything I've wanted from Spring for a long time possible.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Does this stuff eat FPS or not?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

yes it will. Any thing that spring does that it has not done before will EAT FPS. The only time it will not is if your CEG uses less partlcles/is more efficient then the original EG used by the item.

The ones shown in this thread clearly will eat fps.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yes. And I don't give a damn, they're too pretty not to use.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

effects sell

effects add to the experience

in my mind it is worth the cost as well.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Within reason, of course. Which is why I keep harping on certain aspects of how it works. Because I really do believe that non-z-sorted particle systems and a better timing model are both key to achieving better overall efficiency and simpler systems.

With the exception of my uber-fancy missile trails, though, most of this runs quite quickly, and the missile trails will almost certainly run at acceptable framerates when I've had a little more time to optimize them- there are a couple of promising approaches I haven't had time to investigate yet, as I took the opportunity presented by all of this to thoroughly clean house and get all of PURE's FX code neatly organized again...
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Umm...hot sex.

lesbian
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hah, my missiles are less laggy because they move faster, and their particles die faster, thus meaning I have less particles :P

The other things add an almost nil lag. My GC5 (the railgun with lighting effect) is perfectly fine, I was actually expecting a good bit of lag when there were several of them shooting, but it worked fine.

With power comes responsibility. From my studies so far, these can be pretty easily curbed as long as the particles are kept down. Now, if we could control the timing as well, that would be pretty sweet, but it doesn't make much of a difference (to me) currently. It does everything I need it to, and, just to show you, these are now planned effects I will use it for.

Random arcs of lightning on ball lightning
Plasma (both the gassy stuff behind the plasma and little sparks arcing from it)
Missile trails, different kinds for diff missiles. Shubblar are pretty primitive and will use a firey black trail (the one in my pic should do fine :P) and humans will use a cleaner looking trail.
My psychic blasts will now come to life. Heh heh heh heh.

Thanks again Kloot!
Post Reply

Return to “Engine”