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A couple of personal records

by Alex Scarborough · 01/30/2007 (10:23 pm) · 15 comments

Personal records recently set:

1) Most .plans in a one month period (This makes 3. Hopefully I won't break this record)
2) Longest continuous non-multiplayer gaming session (Alpha Centauri is really addictive)
3) Most code trimmed in a single day (Nearly 2,000 lines, or about 1/4 of the total size of the project).
4) Weirdest bug ever fixed (GCC apparently thinks that it isn't really important to use FrameAllocator before writing to memory that should be assigned by the FrameAllocator).
5) Largest personal project released to the general public (or at least TGE owners).

Ya, about that last one...

You know that thing I've been talking about on an off for a few months now? The shiny thing with the pretty pictures and the reflecting water and funky colors? Something to do with shaders and crossplatform and TGE. You can totally download the source code for that now. Isn't that just, like, awesome?

Now then, the whole "crossplatform" thing didn't quite work out. There is no Windows or Linux version at the moment. If anyone would like to help in porting this over to Windows or Linux (there shouldn't be too much work involved), let me know.

In the meantime, here are some screenshots which asmaloney (Andy) took. As far as I know, Andy is the first person (besides myself) to have integrated this into Torque, and also reported the first bug. Go Andy!

Before:
i153.photobucket.com/albums/s209/asm_bucket/MK_Before1.png
After:
i153.photobucket.com/albums/s209/asm_bucket/MK_After1.png
Before:
i153.photobucket.com/albums/s209/asm_bucket/MK_Before2.png
After:
i153.photobucket.com/albums/s209/asm_bucket/MK_After2.png
Before:
i153.photobucket.com/albums/s209/asm_bucket/MK_Before3.png
After:
i153.photobucket.com/albums/s209/asm_bucket/MK_After3.png

#1
01/30/2007 (10:36 pm)
Now, that's a huge change. Mac first then port to the others? Nice. Makes me glad to be a Mac developer. =)

Must get... must get... must get...

Do you have any metrics on a performance hit?
#2
01/30/2007 (10:44 pm)
Performance hit... umm... it ranges from a nice 15% FPS improvement to a nice 60% drop, depending on how complex the shaders are, how much VRAM the GPU has, etc. etc. etc.

For my personal computer, I still get the nice FPS improvement even if I'm using parallax mapping and DRL (depending on mission, this may not be typical for you). But once I turn on the water, my framerate is halved.
#3
01/30/2007 (11:03 pm)
Awesome Alex! Words fail me... sweet man!!!
#4
01/31/2007 (1:27 am)
For some reason, those comparison shots remind me of this.
#5
01/31/2007 (3:46 am)
A little bit too much HDR for my taste, but whatever. :)
#6
01/31/2007 (6:55 am)
@James: almost lost my coffee on that one :-)
#7
01/31/2007 (10:41 am)
Great stuff Alex!
#8
01/31/2007 (12:10 pm)
I love you, man.
#9
01/31/2007 (12:14 pm)
The force is strong with this one.
#10
01/31/2007 (1:11 pm)
Give that man a raise!
#11
01/31/2007 (3:41 pm)
Sweet work, Alex. Looking forward to checking this out!
#12
01/31/2007 (4:01 pm)
@James: You know, I did include a little console function to really crank up the bloom...

@Pat: These are not the shaders you are looking for.
#13
01/31/2007 (4:44 pm)
Congrats Alex, I know a lot of blood, sweat, time and tears went into this one.

Can't wait for the shader IDE etc. :)
#14
01/31/2007 (7:41 pm)
Nice Alex! This will be fun trying to port it to win32.
#15
02/01/2007 (2:02 am)
Woot!
Go go go!