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Introduction
Posted: 02 Nov 2013, 05:30
by xXx
Re: Introduction
Posted: 02 Nov 2013, 08:00
by smoth
it all depends on how many units you want on screen. I am sure you will learn a good few tricks to shave off polies as you go!
Re: Introduction
Posted: 02 Nov 2013, 08:32
by xXx
smoth wrote:it all depends on how many units you want on screen. I am sure you will learn a good few tricks to shave off polies as you go!
Indeed smoth. I have a few tricks already. I intend to make a 4 faction RTS as a proof of concept, so a quite a few units will be on screen. Then based on sunspot's findings and project, I plan to move to a LoL/DOTA style game. You are one of the best on this site, so I'll hit you up if I have questions not already answered or easily found in the forums or wiki.
Re: Introduction
Posted: 02 Nov 2013, 10:12
by FireStorm_
Talking about Tricks, giving out (eye)Candy! Yay!
Time of the season, I guess

Re: Introduction
Posted: 02 Nov 2013, 11:49
by Beherith
Welcome to Spring! I really love the mechs, is there a chance of a screenie of one of them textured?
As smoth said, dont worry about polycount, as its performance mostly depends on the level of hardware used, and engine performance is not really limited by it. A good rule of thumb is that you shouldnt really have more than 1,000,000 triangles on screen at once.
Re: Introduction
Posted: 02 Nov 2013, 12:19
by gajop
Impressive.
Btw, there is a Mech Commander inspired game in fresh development you may be interested in:
http://springrts.com/phpbb/viewforum.php?f=70.
Regarding your LoL/Dota game, you should know that there are no mesh deformations supported in this engine.
Also regarding your existing high-def models, how about just putting them in game and see what happens? I'm not sure how LOD works in Spring, but it could run fine.
Re: Introduction
Posted: 02 Nov 2013, 14:11
by FLOZi
gajop wrote:I'm not sure how LOD works in Spring, but it could run fine.
AFAIK, for unit's there's basically only;
Unless you
do it yourself in lua.
Re: Introduction
Posted: 02 Nov 2013, 14:49
by The Yak
Zero-K has a dota style mod currently in development, you can check out the source here if you want:
http://code.google.com/p/zero-k/source/ ... s%2Fzkdota
It's also very fun even if incomplete
Re: Introduction
Posted: 02 Nov 2013, 17:53
by smoth
We also had a project called engines of war that was much futher along.
Re: Introduction
Posted: 02 Nov 2013, 20:36
by xXx
Beherith wrote:Welcome to Spring! I really love the mechs, is there a chance of a screenie of one of them textured?
As smoth said, dont worry about polycount, as its performance mostly depends on the level of hardware used, and engine performance is not really limited by it. A good rule of thumb is that you shouldnt really have more than 1,000,000 triangles on screen at once.
Sickle:
-Low Poly Model: 4680 Polys
-High Poly Model: 1.18 Million Polys
-Textured model is low poly with high poly details
Reinland Light Fighter:
-Low Poly Model: 2700 Polys
-Textured model is low poly model with 100% hand made textures
Anubis:
-Low Poly Model: 2800 Polys
-High Poly Model: 150k Polys
-Textured model is low poly with high poly details
So there are some textured models. Neither game these were made for used shading or normal textures, so neither is applied here.
Re: Introduction
Posted: 02 Nov 2013, 21:05
by scifi
Its perfect, i encourage you to talk with spikedhelmet or flozzi about their mech game.
The low poly models you showed serve just fine.