PolymerNG - Xbox One and Windows 10
#361 Posted 26 May 2016 - 04:49 PM
This post has been edited by icecoldduke: 26 May 2016 - 07:50 PM
#362 Posted 26 May 2016 - 04:56 PM
#363 Posted 26 May 2016 - 05:00 PM
This post has been edited by icecoldduke: 26 May 2016 - 07:50 PM
#364 Posted 26 May 2016 - 05:15 PM
This post has been edited by Mark.: 26 May 2016 - 05:15 PM
#365 Posted 26 May 2016 - 05:31 PM
This post has been edited by icecoldduke: 26 May 2016 - 07:51 PM
#367 Posted 26 May 2016 - 06:37 PM
This post has been edited by icecoldduke: 26 May 2016 - 07:51 PM
#368 Posted 26 May 2016 - 06:44 PM
icecoldduke, on 26 May 2016 - 05:00 PM, said:
How big is that library? Supporting .blender seems downright excessive.
#369 Posted 26 May 2016 - 06:46 PM
Hendricks266, on 26 May 2016 - 06:44 PM, said:
The library is heavy, but its only included in the mesh build tool, not the engine. The engine ONLY loads the memory ready data. Don't panic guys I will make asset import a streamlined process, but as of right now the toolset can import the following formats:
COMMON INTERCHANGE FORMATS Autodesk ( .fbx ) Collada ( .dae ) glTF ( .gltf, .glb ) Blender 3D ( .blend ) 3ds Max 3DS ( .3ds ) 3ds Max ASE ( .ase ) Wavefront Object ( .obj ) Industry Foundation Classes (IFC/Step) ( .ifc ) XGL ( .xgl,.zgl ) Stanford Polygon Library ( .ply ) *AutoCAD DXF ( .dxf ) LightWave ( .lwo ) LightWave Scene ( .lws ) Modo ( .lxo ) Stereolithography ( .stl ) DirectX X ( .x ) AC3D ( .ac ) Milkshape 3D ( .ms3d ) * TrueSpace ( .cob,.scn ) MOTION CAPTURE FORMATS Biovision BVH ( .bvh ) * CharacterStudio Motion ( .csm ) GRAPHICS ENGINE FORMATS Ogre XML ( .xml ) Irrlicht Mesh ( .irrmesh ) * Irrlicht Scene ( .irr ) GAME FILE FORMATS Quake I ( .mdl ) Quake II ( .md2 ) Quake III Mesh ( .md3 ) Quake III Map/BSP ( .pk3 ) * Return to Castle Wolfenstein ( .mdc ) Doom 3 ( .md5* ) *Valve Model ( .smd,.vta ) *Open Game Engine Exchange ( .ogex ) *Unreal ( .3d ) OTHER FILE FORMATS BlitzBasic 3D ( .b3d ) Quick3D ( .q3d,.q3s ) Neutral File Format ( .nff ) Sense8 WorldToolKit ( .nff ) Object File Format ( .off ) PovRAY Raw ( .raw ) Terragen Terrain ( .ter ) 3D GameStudio (3DGS) ( .mdl ) 3D GameStudio (3DGS) Terrain ( .hmp ) Izware Nendo ( .ndo )
Right now I am reduing alot of the image code, and getting a material system working, so I will have some screenshots of all of this by the weekend. I have the mesh build tool working, and engine loads it in successfully, I need to also hook up the mesh overrides to the def system and such as well.
This post has been edited by icecoldduke: 26 May 2016 - 06:50 PM
#370 Posted 26 May 2016 - 06:48 PM
icecoldduke, on 26 May 2016 - 04:49 PM, said:
This one will be challenging I think.
http://infosuite.duk...ge=ae_tricks_a2

map and faq here http://dnr.duke4.net/editing.php.html
Translucent Water Demonstration by Bob Averill
#371 Posted 26 May 2016 - 06:57 PM
This post has been edited by icecoldduke: 26 May 2016 - 07:51 PM
#372 Posted 26 May 2016 - 07:03 PM
icecoldduke, on 26 May 2016 - 04:49 PM, said:
This post has been edited by MusicallyInspired: 26 May 2016 - 07:04 PM
#373 Posted 26 May 2016 - 07:04 PM
There's another version of the trick where you flip the red walls and you get a result like in the New World mods.
#374 Posted 26 May 2016 - 07:12 PM
The only circumstance with performance issues seems to be if a map had take full advantage of PolymerNG features while featuring SOS, using all the bells and whistles featured in PolymerNG as well as high-res textures and models without performing an offline pass which seems to be an exceptional, unrealistic situation anyway.
This post has been edited by HiPolyBash: 26 May 2016 - 07:12 PM
#375 Posted 26 May 2016 - 07:14 PM
HiPolyBash, on 26 May 2016 - 07:12 PM, said:
The pass should just be done on level load. Nothing offline needed. This is part of being a source port: retrofitting existing content dynamically without any user intervention.
HiPolyBash, on 26 May 2016 - 07:12 PM, said:
"Make the user download something extra so that the renderer functions as it should in the first place." Do you seriously think that sounds sane?
#376 Posted 26 May 2016 - 07:15 PM
Doing everything offline won't help in many of the vanilla maps.
#377 Posted 26 May 2016 - 07:25 PM
icecoldduke, on 26 May 2016 - 06:37 PM, said:
To anyone emailing icecoldduke: post here for all to see instead of going behind the EDuke32 team's backs.
This post has been edited by Hendricks266: 26 May 2016 - 07:30 PM
#378 Posted 26 May 2016 - 07:38 PM
Hendricks266, on 26 May 2016 - 07:14 PM, said:
At the very bare assed, bottom of the barrel scenario it should at the very core be a port capable of playing Duke Nukem 3D vanilla from beginning to end with no significant issues performance wise or other. Include the Polymost/Polymer renderer if possible for compatibility with legacy content and allow user creations going forward to take full advantage of the new renderer. Keep in mind this is entirely a hypothetical, at the very minimum scenario that'd still be acceptable for people who were looking for a modern outlet for their Duke creations without the fear of Captain Jackass and his Merry Band of Lawyers fist fucking anyone who wanted to work on Duke projects in a modern engine. This isn't the ideal scenario but it'd be something.
Quote
As far as I've interpreted what Icecoldduke is saying there would be no performance issues with the vanilla maps in the base game. They'd only exist if someone decided to enable all the features of PolymerNG and throw models and high-res textures into the mix without doing an offline pass or having a maphack like system. It'd still work just with performance issues.
Quote
It's just an idea.
This is specifically in the situation that someone wants to use all the new features of the renderer without sacrificing performance. The way I've read it is that they'd run perfectly fine in their vanilla state without issue even if they use SOS. Even with the PolymerNG features enabled they'd still work just perform worse.
#379 Posted 26 May 2016 - 07:39 PM
Hendricks266, on 26 May 2016 - 07:14 PM, said:
This is part of being a source port: retrofitting existing content dynamically without any user intervention.
Yes, the basic goal should be to make something as flexible as BUILD is now so all previous content "just works", and we keep all of the advantages of the engine. From day one you should make sure vanilla Duke at the very least works the same across the board as it did before, and THEN you start building features on top. All of these things should have been taken into account in the initial design outlay... There are a billion engines that can do pre-baked everything and you throw a ton of shaders on top. BUILD offers flexibility. You can quite literally reference sectors from one part of the map into other parts of the map and the game engine doesn't skip a beat, it just draws it because all it cares about is where the wall reference says the next portal is. This is a huge strength over any other engine and has allowed mappers and modders to create basically anything they have wanted over the years with the only restrictions being the limitations in the format (which is bound by memory limitations).
If you remove this, you basically turn it into a much lesser version of other free engines that already exist right now.
When other source ports have new renderers tacked on they are usually quite careful to try and get it as accurate to the original as possible if they want to be successful. The idtech (particularly Doom) community generally is a good example of this. Vanilla content all works just as you expect but with better framerates and more features.
I'm not sure what your frame of reference for speed is in PolymerNG, but why are you settling for a bit faster than Polymer when you could be trying for Polymost which gets 242fps in Clear the Coast.
#380 Posted 26 May 2016 - 07:40 PM
Removed extra comments. Evaling Polymost in CLCoast, stand by.
EDIT2:
Verified 5-6ms in Polymost in worse area. Need to eval whats going on. Stand by.
This post has been edited by icecoldduke: 26 May 2016 - 07:44 PM
#381 Posted 26 May 2016 - 07:40 PM
icecoldduke, on 26 May 2016 - 06:37 PM, said:
- Slow Vis Pass: Can do everything that Polymost and Polymer can do. Not optimized for speed, and will not support NG rendering effects.
 - Fast Vis Pass: Doesn't support sectors encroaching on other sectors. Will have support for NG effects. 2x the speed of the Slow vis Pass.
 - The mystical offline build pass(voxels or something similar): Supports 60fps and all the nice build effects you guys like in build. Might even support dynamic sectors without any work, besides running the offline build tool. Info on this is TBD. Will support NG effects.
 
You are the one programming all this, therefore it is up to you to decide how you wish to proceed.
TerminX offered a direct conversation via Scype, did he not? Him, Hendricks266 and anyone actively working on EDuke32 can effectively advice on this.
well it's quoted, to be ignored though.
This post has been edited by Hank: 26 May 2016 - 07:50 PM
#382 Posted 26 May 2016 - 07:42 PM
icecoldduke, on 26 May 2016 - 07:40 PM, said:
Why wouldn't doors, exploding walls and floors, and a few other oddities in the map change that result in a pre-baked scenario?
#383 Posted 26 May 2016 - 07:45 PM
Hank, on 26 May 2016 - 07:40 PM, said:
You are the one programming all this, therefore it is up to you to decide how you wish to proceed.
TerminX offered a direct conversation via Scype, did he not? Him, Hendricks266 and anyone actively working on EDuke32 can effectively advice on this.
Mblackwell, on 26 May 2016 - 07:42 PM, said:
I have verified polymost is running at 4-5ms in worst case areas in clcoast This considered acceptable. Don't understand yet why its running its so fast. Stand by.
EDIT1:
Looks like Ken is using the smost, dmost logic to do culling. Stand by.
EDIT2:
I'm going to say completely disregard everything in the past 30 topics talking about all this. This is proof the albedo can run fast with all features enabled. Will post back when I have it hooked up properly.
Everyone thank MBlackwell.
Disregard EVERYTHING I have said today.
This post has been edited by icecoldduke: 26 May 2016 - 07:49 PM
#384 Posted 26 May 2016 - 07:54 PM
icecoldduke, on 26 May 2016 - 07:45 PM, said:
I'm going to say completely disregard everything in the past 30 topics talking about all this. This is proof the albedo can run fast with all features enabled. Will post back when I have it hooked up properly.
Everyone thank MBlackwell.
Disregard EVERYTHING I have said today.

						
                                                #385 Posted 26 May 2016 - 07:54 PM
#386 Posted 26 May 2016 - 07:57 PM
icecoldduke, on 26 May 2016 - 06:57 PM, said:
Alright dude, rule #1 is no blanking of posts. It's dishonest. Put a preface, strike out the contents, surround with spoiler tags, any or all of the above.
icecoldduke, on 26 May 2016 - 07:54 PM, said:
Latecomers can shit their pants for all I care, if they're too dumb and/or impatient to read the entire thread.
#387 Posted 26 May 2016 - 07:59 PM
Hendricks266, on 26 May 2016 - 07:57 PM, said:
I fully admit I was wrong. I'm not doing it to hide the fact I was wrong. I was wrong. VERY wrong but I don't want people panicing over stale info. This is great fucking news. I wondered if using the dmost and umost logic would work, and perform well; this is a great example of it working properly.
I want to clear...I'm not hiding anything. I was wrong I blanked out those posts already, I apologize, if you can re-add those posts back great, if not I know for future reference.
This post has been edited by icecoldduke: 26 May 2016 - 08:00 PM
#388 Posted 26 May 2016 - 08:00 PM
icecoldduke, on 26 May 2016 - 07:59 PM, said:
I don't believe you are, but now that you've blanked record all anyone can do is take your word for it.
#389 Posted 26 May 2016 - 08:02 PM
Hendricks266, on 26 May 2016 - 08:00 PM, said:
That was not the intent. I love being wrong, this is a great example were being wrong yielded great results, but you have to take my word for that
This post has been edited by icecoldduke: 26 May 2016 - 08:04 PM
#390 Posted 26 May 2016 - 08:04 PM
Hendricks266, on 26 May 2016 - 07:14 PM, said:
Hey, I was a Cataclysm guy and I don't want that. Then again, I haven't run into anything audio-wise that I'd ever want to change so drastically.

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