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Showing posts with label Cogwheel Chronicles. Show all posts
Showing posts with label Cogwheel Chronicles. Show all posts

Monday, September 16, 2019

This Week in GameGuru - 09/16/2019

This article represents solely the opinion of the author and does not reflect the opinions or views of r The Game Creators, it's employees, or subordinates.  It likewise does not reflect the views or opinions of www.tgcstore.net and it's staff.  The author receives no compensation for this work and it is done solely as a service for the GameGuru community at large.



GameGuru News


It's a big week in GameGuru with some huge moves in store for the engine.  Just take a look at some of the commits over at GitHub for an idea of what's going on:



Time to unpack this for the less technical.  This last week a beta update was released for closed beta testers.  The primary focus on this was the addition of Preben's draw call optimizer. 

Now draw calls, straight up, are sort of the end-all be-all for performance with respect to rendering. Sure, there's other variables but if your draw calls are too high, then your renderer is working too hard and it will cause bad performance. 

From my book An Introduction to GameGuru: Chapter 21 "Optimization" -
Draw calls represent at least one, possibly more, of every object being ‘drawn’ on the screen.  This is a highly important bit of info, likely the most important performance information statistic next to the raw FPS count.  Draw calls should be around 250 with a top end of around 500.  Once they go beyond those numbers, it will start to seriously drain performance on even top end systems.  The trick here is to run through your level and if you see a place where it spikes, try to determine which objects can either be replaced or removed to kill the performance bottleneck.  Please note that officially draw calls are actually each material of an object, so PBR objects significantly increase draw calls and can easily overwhelm a scene if you don’t take careful steps to optimize object quantities and positions.

What Preben has done is create a draw call batcher that groups together draw calls for similar entities to avoid calling the same thing many times.  This reduces the total number of draw calls considering that most entities are not only used one time in a level but a great many times. In fact, he even expands on my above explanation by detailing that every 'draw call' reported in GG is actually to be multiplied by 10.  This multiplicative effect means that the difference between 500 and 1000 is much more pronounced and can have a massive performance drain.

He explains it very well here in a video:
https://www.youtube.com/watch?v=2EDVD2I6OdY

Initially the beta had some serious issues that were rapidly remedied and so far the results have been excellent with often 30 FPS added to a single scene WITH NO OTHER OPTIMIZATIONS.

Moreover this now has trickled into a Public Preview (open beta) build which will help hammer out the next big release.  I'm really proud of how TGC and company have stepped up after nearly half a year of no updates - if the keep rolling on this we may yet see this engine become vastly more capable yet.

Also a reminder that the contest is still ongoing with a huge amount of prizes available.  I am still considering if I want to give a copy of the book away but I think I might, just to help kickstart this thing.  What do you all think?


What's Good in The Store



While not *TECHNICALLY* on the store it bears mentioning that a new pack was released by TGC. As usual, their quality is generally a cut above most store content and so it's a great value if you are looking to supplement the basic 'modern warfare' assets that come with GameGuru.


This is, in my opinion, a clear winner for TGC.  It supplements a model base that comes with every instance of GameGuru but gives it much more to work with.

On the store itself there's a huge amount of fantastic work available for great prices.

Notably this week:
Pasquill posted a beautiful Russian utility truck:

Gtox posted this great giant ant (ala 'it came from the desert'):
He also made a pretty wicked scorpion:
Teabone made a very detailed orange, focusing on his strong point of easy, simple set pieces:

There's this really cool retro music pack for sale: https://www.tgcstore.net/pack/11152

And Team Wolf posted an 'all my models (152 in total)' pack for 12 dollars!  This is a fantastic deal and I'm actually buying it after I finish writing this post up. 

This is a mere 10% of the high quality models you receive for $12
Really good quality stuff for a very reasonable price - I urge you to give it a look here: https://www.tgcstore.net/pack/11151

It also bears noting that there are two very superb artists putting up some great deals on their own works, notably BSP and Rolfy - definitely check out their store pages!


Free Stuff


This week a number of freebies went up.

SmallG apparently has gone from scripting to model design in an apparent departure and has gifted the community with a few new pieces to work with:
A low poly witch
A robot
and A simple low-poly car

Newcomer Fumar posted a gorgeous model of a Church: https://forum.game-guru.com/thread/221118

And belidos gifted us with a low-poly style tower: https://forum.game-guru.com/thread/218362#msg2620561

Thanks so much to all the creators who give to the community!

Third Party Tools and Tutorials


First of all is this really great FPE file editor with model viewer.  This is a pretty interesting tool I'd love to see integrated into the editor itself.

Apparently bored of the rings is still giving out his old tools via private message if you are interested.


Random Acts of Creativity (WIPs)

Cybernessence dropped in and gave a huge amount of info on his project here: https://forum.game-guru.com/thread/213870?page=7#msg2620877



Apparently he's been using the drawcall optimizer to great effect!


In My Own Works


Nothing I can discuss currently but more details to come so keep an eye on this space.
Once again, thank you to everyone who has purchased my book or helped with it's production. I really appreciate all the kind words and encouragement!

Tuesday, April 16, 2019

This Week in GameGuru - 04/15/2019

GameGuru News 

Nothing currently.  I've put out feelers with Deb and the team @ TGC for more details but so far there's nothing to report.  Github shows no forward momentum at this time either aside from a single ambient occlusion error listed on the issues tracker.  Details available here:

https://github.com/TheGameCreators/GameGuruRepo/commit/786ab7246e0b6d64f008ff30d81b0bef7fc518ac

So assuming we're hitting a phase of community development in the future I can offer one bit of hope for those still using GameGuru or new to it - Cybernessence.  His work in progress, 'The Cogwheel Chronicles' has a lot of custom code to it which will eventually find it's way (per his words on the forum) into the engine itself.  That said, I think many of us would truly appreciate some forward motion from the core team at TGC so here's to hoping their silence is indicative of that work!

What's Good in The Store

This week I added my pack freebie "Lonely Ice" to two different packs - owners of the 4K HD Space Skies pack will get it - as will the many Bonus Sampler Pack owners out there!  If you're looking for a low-priced way to check out one of the new 4K Skies, this is definitely the best option.  The Bonus Sampler's normal price is $1.50!

Beyond that we've got some other excellent work on the store this week:



BSP appears to have taken up the gauntlet I threw down with my skies and put together some good looking earth-based skies in high res (2k by 2k) -  https://www.tgcstore.net/pack/11099

Dagored put together some awesome exploding bridges.  I can see some serious potential with these.  Take a look at them here: https://www.tgcstore.net/pack/11100


Long-time artist "Northern" put up what looks like the beginnings of a picnic kit.  There's no pack to speak of yet though the models are of moderate quality and would be suitable as elements in most GG quality games.

Of particular note this week we have Gtox's 'Scarecrow' which features some really slick animation and fits the horror theme well. 


I highly recommend picking this up if you're making a high quality horror game in GameGuru, you can find it here: https://www.tgcstore.net/product/32636

Third-party Tools and Tutorials

This week Defy posted what I'd call one of the most important threads for GameGuru in 5 years - a very detailed breakdown memory consumption by the map size and some tips on how to keep that size down.  If you're an advanced user, you need to read this: https://forum.game-guru.com/thread/220706

I will be keeping it in my reference list on my blog (http://gamegurureport.blogspot.com) as well.

Also this week MaiaCombra put together a fairly basic tutorial that is worth the 20 minutes if you're a new user on how to make a horror-style game: https://www.youtube.com/watch?v=e9V5ZJJTONs


This week we also found out Vishnu Packer has added GameGuru Support:


This should help distribution of GameGuru Games for the layperson. 

Bored of the Rings is adding a fix to autowelder soon - details here: https://forum.game-guru.com/thread/219806?page=2#msg2614590

Free Stuff


Lafette made a building for everyone: https://forum.game-guru.com/thread/220474?page=2#msg2614566

JPH made some PBR trees: https://forum.game-guru.com/thread/219734?page=2#msg2614521



Random Acts of Creativity (WIPs)


This week saw some notable projects add to their portfolios as well as a few new ones.


LentheMan continues his work on his train scene for the cowboy shooter:

You can see the lighting start to really come together here.

Tarkus1971's 'Urban Histories' game had a video posted ... see it here: https://forum.game-guru.com/thread/220589?page=1#msg2614408

Maiacombra is putting together an outdoor military-style shooter: https://forum.game-guru.com/thread/220701

Scienceboy came back to his long-refined project "Twin Worlds" and posted some interesting teaser screenshots:



You can see more here: https://forum.game-guru.com/thread/208185?page=9#msg2614553 

And as mentioned in the news section, Cybernessence has some interesting work he's been doing.  Lately it appears that he's working with light probes to create a flashlight shadow from the dynamic flashlight light source.  Remember, he's mentioned these changes will get merged into GG when he's completed so this bodes well for the rest of us.

He provided a demo picture that is 'highly exaggerated' to give some sense of what he's doing.  Granted it doesn't look pretty but remember this picture is more of a technical demo than anything else:

Per Cybernessence: "Hugely exaggerated picture for illustration. There are no lights other than the sun in this scene. The sky and floor are being treated as ambient light sources (the probe fired as I approached) - notice the red from the floor on the wooden boards around the top of the building."

More details here: https://forum.game-guru.com/thread/213870?page=5#msg2614527

In My Own Works


This week I got my first batch of verifications from the publisher.  I also got wind of the pricing and asked about that - it appears the pricing is going to range from around $50 USD to $69USD.  That's a touch higher than expected.  I'm waiting for some words back on that as I know that's a bit much.  In other news, weapons development for the sidecar materials going with the book is coming along well.  I am pleased at what I've gotten thus far and look forward to revealing the full breadth of materials once the book is released.  Purchasers of the book will receive a copy of them for free, along with many of my other products including the Advanced Weather and Time of Day system.


Tuesday, November 28, 2017

This week in Game-Guru 11/28/2017

So I've decided to start updating *MORE REGULARLY* than I did previously.  There's a lot of things coming for Game-Guru and it's worth reviewing in one place.  So I'm going to begin to try to encapsulate that as often as I can in digest format.

ENGINE UPDATE PROGRESS REPORT:


First of all, progress on the Game-Guru update to PBR/DX11 & bugfixes are coming along nicely.  Recent updates can be found here:

Most recent engine update progress

Lee has basically indicated he's in the bugfixing phase and he's squashing them in pretty rapid fashion.  I'd list them all here but he's put in over 40 items in the changelog this week alone.

He's also giving us a test level to work with that will take an older demo map and show off the fully upgraded engine's capabilities.

NEW PRODUCTS IN THE STORE:

There's a whole host of new products on the store.  Notably very capable artists such as Wolf, Mad Lobster's Workshop, Bugsy and others are adding some really great things.

BSP's newest rifle looks phenomenal!
Don't forget to grab your free 'thank you sky' from my store here: https://www.tgcstore.net/product/30955 

Just one picture of one of my best skies ever, free for you all :)

One thing of note is that Ken "AKA Grobyken"  has made some pretty stunning progress in his work.  He attributes it to using some new tools for development.  I personally can't say I'd have the same success if I had better tools.

I'm definitely going to be keeping an eye or three on his upcoming works.

FREE STUFF

Of note this week is Bod (of Bod's Mods fame) has made a very impressive free train set.  It includes Three steamers, a rail model, a coal car, a dining car with functioning doors, and a caboose.  The art is his signature style with clean and simple graphics.



It's something I'm surprised isn't selling on the store for a few dollars, but honestly I'm happy for the free stuff, as usual.

THIRD PARTY TOOLS

Obviously my Light Kit is now available on the store, which does in a sense count as third party tools, however the big news here is that it appears that BOTR's  'terrain heightmap importer', 'autowelder', and 'entity welder' are all getting updates.

The one of primary interest to me will be the terrain heightmap importer, which has fit a crucial slot in Game-Guru development by providing us a simple and clean way to import heightmaps directly into the engine.


"for version 1.2, I quickly added a progress bar and will get a fully functional GUI implemented so you don't have to keep editing/saving the .INI file. added .tga format also."

For those who are using it, my personal recommendation is to use terrainxscale = 1, terrainyscale = 6.5 or 7.5 (10-32 if you want especially dramatic elevation changes), and a water level of about 450.  This should give you the best results.

RANDOM ACTS OF CREATIVITY

This is where I plan to put anything in the realm of game demos or videos which are of special consideration for any reason I deem fit :)

First off, we have a really impressive demo of the now updated Cogwheel Chronicles.  It features airship to airship combat done in Game-Guru and is striking to me as a Lua coder at the sheer volume of work that went into making this work.




And lastly there's this great Holiday video done by often quiet forum member shn33ky.  He's done a really good job of recreating a beer commercial from years gone by.



Oh.. and somehow I got user of the month for the first time in four years.  What the heck?  Well, ok then :)  Glad someone's appreciating the work I put into this stuff.