NanoBlobs 0.3, dev diary
Moderator: Moderators
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
All right, no more Orwell references 
Moving right along... four legs, less aggro-looking, more rounded. Funny, that's how the original drawings were, drat my lack of a scanner. I should fix that this weekend, it would probably be a big help for the team, and scanners are fairly cheap...
Maybe we can find a "home" for this unit elsewhere. It's cute, and I like it, and I hate wasting anybody's work.

Moving right along... four legs, less aggro-looking, more rounded. Funny, that's how the original drawings were, drat my lack of a scanner. I should fix that this weekend, it would probably be a big help for the team, and scanners are fairly cheap...
Maybe we can find a "home" for this unit elsewhere. It's cute, and I like it, and I hate wasting anybody's work.
Was it really an Orwell reference. Or was it a reference to the 'Bible' of signatures?
http://www.rhythm.com/~keith/info/siglines
http://www.rhythm.com/~keith/info/siglines
That is, truly, the Mother of all AOL-using-people-who-should-not-be-allowed-near-computers Sigs.
<pants>
Ok, all better now.
Got NTAI's newest version sort've, kind've working with the early builds, but we're still a long ways from release. Screenshots of early combat would really be more confusing than useful, at this point, as we have a long, long way to go.
<pants>
Ok, all better now.
Got NTAI's newest version sort've, kind've working with the early builds, but we're still a long ways from release. Screenshots of early combat would really be more confusing than useful, at this point, as we have a long, long way to go.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
The animation and texturing parts were, actually, very easy. It uses about the same number of lines of code to animate the tracks as it does to aim the gun.
As for the impact on framerate... as I said... 1536 tris per render, per unit... which is a lot lower than the per-unit tricounts Caydr was showing us earlier. I have other units in NanoBlobs with similar tricounts, and they aren't causing any serious pain, even with everything going full-blast. Technically, this unit has only 50% more tris, per rendering pass, as the unit it replaces, as each 3DO face is broken into two tris, and is then rendered double-sided. So, while it seems a little extreme, it's really not that bad. Plus the engine doesn't have to do the splitting or the culling in the first place, which actually helps things out. S3Os that are built efficiently can look considerably more detailed than 3DOs while having an equivalent tricount... it's just that simple, folks.
For my part, I've always wanted to see a fully-animated and properly 3D tread in a RTS, and now I've made one. I think it's going to be awesome, to the point I've just decided that sleep is optional and I will just get this unit finished RIGHT NOW so that I can see it in the game... and find out just how evil it is, performance-wise. Who knows? Maybe this will end up being just a dead end, and you'll never get to see it in the game... hehe, just kidding- it'll be fine for all but the lowest-end machines, I promise- and even they should be OK with shadows off
As for the impact on framerate... as I said... 1536 tris per render, per unit... which is a lot lower than the per-unit tricounts Caydr was showing us earlier. I have other units in NanoBlobs with similar tricounts, and they aren't causing any serious pain, even with everything going full-blast. Technically, this unit has only 50% more tris, per rendering pass, as the unit it replaces, as each 3DO face is broken into two tris, and is then rendered double-sided. So, while it seems a little extreme, it's really not that bad. Plus the engine doesn't have to do the splitting or the culling in the first place, which actually helps things out. S3Os that are built efficiently can look considerably more detailed than 3DOs while having an equivalent tricount... it's just that simple, folks.
For my part, I've always wanted to see a fully-animated and properly 3D tread in a RTS, and now I've made one. I think it's going to be awesome, to the point I've just decided that sleep is optional and I will just get this unit finished RIGHT NOW so that I can see it in the game... and find out just how evil it is, performance-wise. Who knows? Maybe this will end up being just a dead end, and you'll never get to see it in the game... hehe, just kidding- it'll be fine for all but the lowest-end machines, I promise- and even they should be OK with shadows off

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I'll just say this... animating a texture around something like a tank tread is neither easy, nor fast... in fact, it was the other method I looked at, and I ended up rejecting it, because of the way that Spring handles swapping. There's a world of difference between doing a simple cyclic texture (i.e. the way that Cavedog did their "lights") and doing a cyclic texture that follows the UVs of an object that's oddly-shaped, like a track, without problems. The basic method is not a whole lot different than what I ended up doing, really- the main difference is that I can do a true 3D track, without cheating a whole lot.
Let's all just chill with this theoretical stuff, though, I'm getting closer to "done"- about another hour, I reckon.
Let's all just chill with this theoretical stuff, though, I'm getting closer to "done"- about another hour, I reckon.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Aw now, for all you know, it's pretty pictures I did with Paint 
Seriously folks, the gameplay's still very rough, and the models aren't done yet. We'll release it when we're fairly confident that everybody will at least give it a chance- NanoBlobs is... a little different from normal TA mods.
In other news... here's the unit. The treads look kewl. Oh yeah, and that would be an AI flying all those Wolves around... thank Alantai for providing some early support for this mod, and making his AI robust enough to deal with its... oddness...


Seriously folks, the gameplay's still very rough, and the models aren't done yet. We'll release it when we're fairly confident that everybody will at least give it a chance- NanoBlobs is... a little different from normal TA mods.
In other news... here's the unit. The treads look kewl. Oh yeah, and that would be an AI flying all those Wolves around... thank Alantai for providing some early support for this mod, and making his AI robust enough to deal with its... oddness...
