BTW have 3dradspace any new features beside bugfix?
I know that the development of 3DRad is no longer, but many Indie Developers is in need of an easy Game Engine, so why not rebuild the engine? Here is a screenie of My dream Game Engine. What do You think, Just drag and drop material and shaders to selected Mesh... Wishlist 3DRad 8 + Screenshot: - Video Support (Already Here!) - Group Hide (Too many bars!) - 4K Support (Can be done today, but tricky) - Test Game In Fullscreen (Widescreen nowdays) - Moveable Waypoints (Hard to do today) - APK Export (Mobile Games YES!) - Lightmapper (Must Have) - Material Drag To Mesh (Most Engines have it!) - LOD Smoothing (Game will look much better) - PLAY Button on animation Tag (Play fast in editor!) - FBX Support (.X is good but .fbx is better!) Like it?
Created on: 24 Apr, 2020 (05:05)
Edited on: 01 May, 2020 (10:19) |
First off, STOP WRITING IN ALL CAPS! I THOUGHT THIS IS COMMON SENSE ALREADY, BUT SEEMS LIKE PEOPLE STILL NEED A REMINDER. Second, that's what Athanatos's 3D Rad Space is meant to be. I see you've already replied, but here it is: https://classdev.net/page/thread/1Jl9b4_jczcOy0Un/lastest3dradspace-v002a-bugfix-release And third... 3D Rad is deprecated since 2012. Consider switching to another engine for the features you want. Unity (an example) has literally all the features you described. It can build to Android, it can drag and drop mostly everything, video support, fbx etc. And although I don't think it's going to be as easy to get started as with 3D Rad, the Unity devs are doing their best to make the engine as beginner friendly as possible by also providing a handful of tutorials.
Created on: 24 Apr, 2020 (08:40)
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Hi Power Supersport thanks for Your answer, well thats great that 3dradspace is movin on. I have been a member pretty long so Im not totally new to 3DRad. You dont think there is a reason using 3DRad over Unity? Unity need scripts for everything, dont like the saggy rendering or a million settings for the most simple thing. Einstein had a saying: "The hardest thing there is, is to make hard things easy". 3DRad is mutch faster to work with than Unity, and Im used to the .X format. Its not like Im offending Someone by tryin to come up with some ideas. BTW have 3dradspace any new features beside bugfix? I think 3DRad is very stabile and well programmed. (BTW. I can script Unityscript, but just dont think its fun). Simple is that...
Created on: 24 Apr, 2020 (10:20)
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1.) 3DRadSpace is build from scratch. So that's the newest things that differ from the older version 0.0.1a. 2.) Bugfixes are not features, they are often more important to fix than adding new features. Now to your main post: 1.) Video object will be added in a future update. 2.) 3DRadSpace will support 2 types of custom objects: A.) Custom written objects: You need to make a class that inherits the GameObject class provided in the engine's external library. B.) Group objects: An array of objects that can be used as a single object. 3.) 4K support : first of all 4K is kinda dumb: you can't really see a difference between 2K and 4K as far as I know. 4.) 3DRadSpace will support building android games, but that will be a tricky thing to do. 5.) 3D Rad already has already a lightmapper: See https://3drad.boards.net/thread/43/gile-3d-rad-light-mapper 6.) 3DRadSpace will support FBX (Monogame already has full support for FBX format) 7.) Dragging a material to mesh is possible, but it's useless to me.
Created on: 24 Apr, 2020 (11:29)
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@love74, unless you want your game to look too generic, writing code is going to be inevitable. So many people quote the same thing that 3D Rad has the simplicity of no code. To be honest, I didn't use code only for the first 3 months or so. However, the moment I started understanding AngelScript, I preferred code over any other default event object. You can only do so much without code before just being forced to use it anyway. Has anyone ever thought of a hybrid solution as well? You can literally make your own script in Unity that's called EventOnWhatever and reuse that over and over again. However again, you'd soon realize it's redundant. I am recommending to anyone I see using 3D Rad to switch to Unity (or again, any other engine) because it'd be better for the long term. Yes, it'd probably be a bit more time consuming to make simple stuff, but getting stuck with 3D Rad ain't a good alternative at all. The sooner you switch, the easier it'll be.
Created on: 24 Apr, 2020 (14:11)
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The good thing with 3DRad is that You can start easy and become more advanced after a while with Angelscript, Its very simple to learn. I do like Unitys graphics interface, if You like scripting Unity is great. The good thing with Angelscript is that with 5 lines of code You can achieve what it wourld take 25 lines in C.. @Athanatos: Thats fun that 3dradspace is developing, I just hope its as stabile as 3DRad. Im happy with basic 3DRad but some of these features wourld be awesome.. - Video object (What video format? I guess You can start video with script and triggerzone? Video at startup?) - Agree, "first of all 4K is kinda dumb" - Yea, but it will be standard soon, just like full HD (1920x1080) is now. - Giles lightmapper: Giles size is too small 2048x2048. Using only 1 lightmap You need size 4000-16000, what if You courld implement Giles then into 3DRad? Just one button and Your map wourld look fantastic.. - "Dragging a material to mesh is possible, but it's useless to me.". Well, if You click on a material a small window wourld popup (Kindof) where You can add Colormap, Normalmap, Specularmap and shader plus other texture features (Like alpha strength?) Most often You want different shaders on different map objects. @Power Supersport: I will learn Angelscript, Its a very effective script and You can start with a few lines here and there... Well, We do live in a free market (Or do We?), I chose 3DRad...
Created on: 24 Apr, 2020 (22:29)
Edited on: 25 Apr, 2020 (02:17) |
Created on: 25 Apr, 2020 (07:10)
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Esenthel is considered similar but more advanced to 3drad and has object grouping like explorer tree view, and just like 3drad, competition from Unity forced it to become free since 2019. A couple of prominent 3drad users migrated to it years ago. The engine is only 1-2Gb, but I couldn't justify the compiler needing Microsoft VC 2019 which is 16Gb at minimum install, 9Gb of which is installed on your windows drive and 7Gb where you choose, you also must install google SDK for android compiling - I have the space but screw all that.
Created on: 25 Apr, 2020 (07:31)
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@radmaker Thanks radmaker, I do own a copy of GG, great FPS engine but not for Formula1 games Im afraid... @thelurker Well, I dont consider Myself prominent. (LOL). Esenthel looks really cool, seems like very fast to work with but if the scripting is as much as UE4 or Unity Ill stick with 3dRad. I will follow Esenthel close on YouTube to see what it really is.... Thanks Guys.
Created on: 25 Apr, 2020 (20:01)
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Giles lightmapper: Giles size is too small 2048x2048. Using only 1 lightmap You need size 4000-16000,... just a heads up, 3drad's dircectX 9 only goes up to 4096x4096 max texture size, that said it should be capable of 4K depending on texture zoom scale, since 4K is only 3840x2160, so what do you mean by: "- 4K Support (Can be done today, but tricky) " it should just be a matter of selecting it from the startup options resolution drop-down list
Created on: 26 Apr, 2020 (07:27)
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"just a heads up, 3drad's dircectX 9 only goes up to 4096x4096 max texture size," IS IT POSSIBLE IF THERE IS 100'S OF OBJECT. I THINK NOT POSSIBLE... I AM USING 1 K MAX. NEVER TRIED 4K...
Created on: 26 Apr, 2020 (21:32)
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Hi Again. @thelurker Strange, I baked a whole map texture (Color and lights) 16000x16000 pixels, converted it to JPG. Imported perfectly into 3DRad. @jaysonbourn 4K is not texture res it is the programs res on Your screen. Always try to use square textures with res that can be split in two. Like: 512x512, 1024x1024, 2048x2048, 4096x4096... And so on. Objects far away lower res and close objects to camera MUCH higher resolution..
Created on: 27 Apr, 2020 (08:36)
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you're right, the 4096 limit is actually on dx9 hardware rather than the software. do keep in mind that 16000x16000 uses almost 1Gb ram and 32bit apps are limited to 2Gb. but no need to be square, 4096x256 is also fine as long as each side is power of 2. also, to qualify as a 4k game the textures must be scaled as such - not just the screen res. a game with 256x256 textures played on a 4k screen is only 4k if those textures are scaled to only ever be 8 or more tiles fitting vertically on screen at any distance, and a game with 4096x4096 textures would also only be 4k if the whole texture filled the vertical screen by 50% or more at any distance. outside both those situations are just zooming texture scales and fake 4k upscaling. and for jaggy 3D model lines it is easier and less resource hungry to just use AA at lower screen res instead.
Created on: 27 Apr, 2020 (11:10)
Edited on: 27 Apr, 2020 (11:42) |
@thelurker "16000x16000 uses almost 1Gb ram" I didnt know that? I mostly thought about file size... My file (TARGA) was around 200mb i compressed it to about 5mb without much loss, does a 5mb texture really take that much memory?
Created on: 27 Apr, 2020 (21:55)
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i noticed you used Marlboro in your game - you need permission for that. anyway, uncompressed 32 bit 16384x16384 is 1Gb, compressed files have to be uncompressed at some point, at what point depends on the format: 16384x16384 32bit TGA/BMP/PNG/JPEG=the CPU will have to decompress it before passing it to the GPU so will use 1Gb system ram and 1Gb video ram 16384x16384 DDS dxt3/5 without mipmaps=256mb 4:1 compressed [340mb with mips], this is the only format that is processed raw by the GPU so should use 256mb system ram and 256mb video ram as it gets decompressed on the fly during rendering.
Created on: 28 Apr, 2020 (08:07)
Edited on: 28 Apr, 2020 (08:13) |
Thats totally new info for Me, I have modeled for 15 years and now I do understand the benefit of .dds, just strange that most of My games runs more smooth with JPEG? If it is like You say how come many developers use compressed formats (Like .dds)? And to decomress a huge file like that, shourld it not take longer? (It opens on a microsecond)... About "Marlboro" Thats far ahead to talk about future sponsors... (I know the rules for commercial games and its not yet)... Lovely day today...
Created on: 28 Apr, 2020 (12:09)
Edited on: 28 Apr, 2020 (12:17) |
like i said, dds is not decompressed by the CPU, jpeg/other formats are which make an extra pointless workload, only saving HDD space. i think you had a placebo effect of smaller file=faster, did you benchmark frametimes and FPS of jpeg vs dds?
Created on: 28 Apr, 2020 (18:24)
Edited on: 28 Apr, 2020 (18:26) |
"did you benchmark frametimes and FPS of jpeg vs dds?" No, but I definitely will do a benchmark (Like hardcore) test now. Im going to check out if .dds really is better for fps... No placebo effect, works, but not great...
Created on: 29 Apr, 2020 (03:23)
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"did you benchmark frametimes and FPS of jpeg vs dds?" No, but I definitely will do a benchmark (Like hardcore) test now. Im going to check out if .dds really is better for fps... No placebo effect, works, but not great... There won't be a difference, textures in the GPU are loaded as raw data.
Created on: 30 Apr, 2020 (18:15)
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the main difference is in loading times and ram use, so FPS will only drop if ram runs out, dds uses 4 to 8x less system+video ram than other formats so has more headroom [even if the dds is 5x bigger than a 20:1 jpeg] decompressing + generating mipmaps for a 16000x16000 tex at loading would take ages and makes no sense when dds already has both of that baked in and ready to go in a raw format nothing is faster than dds, it's just not logically possible.
Created on: 01 May, 2020 (07:18)
Edited on: 01 May, 2020 (07:19) |