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Reputation: 294 My posts turn threads into gold
Group:
Members
Active Posts:
370 (0.11 per day)
Most Active In:
Everything EDuke32 (275 posts)
Joined:
07-May 09
Profile Views:
16,181
Last Active:
User is offline Today, 07:06 AM
Currently:
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My Information

Age:
28 years old
Birthday:
June 4, 1990
Gender:
Not Telling Not Telling
Location:
St. Petersburg, Russia

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ:
ICQ  355591824
Skype:
Skype  the_lezing

Latest Visitors

Posts I've Made

  1. In Topic: Dukeres Keeps Crashing!

    Today, 02:46 AM

    I'd recommend using KGROUP and KEXTRACT utilities for working with GRP. Also there's a GRP plugin for Total Commander, but it supports extracting only AFAIK. DukeRes is mostly done for game art editing.
  2. In Topic: How about porting Duke 3D to my new engine?

    16 September 2018 - 09:51 AM

    View PostPerro Seco, on 16 September 2018 - 09:40 AM, said:

    All comments here are about technical stuff, so I feel that mine is a bit useless, but I just wanted to congratulate you for all your work! Not only for your new engine but also for the LNGA mod and that bike code from SkyTown TC.

    However, porting Duke 3D to your engine doesn't seem to be the best way to show all the new features. Maybe taking inspiration from Duke 3D to create a new game will be better. :)


    Thank you much mate, comments like yours keep me motivated to improve my later work. Well, if nobody likes another Duke game idea, I'll build up a team of artists/mappers and make my own using my tech.
  3. In Topic: How about porting Duke 3D to my new engine?

    14 September 2018 - 03:19 PM

    View Posticecoldduke, on 14 September 2018 - 03:01 PM, said:

    Do you know why?

    There are excess slabs processed in multithreaded mode, and the slab geometry calculation is not optimized. My vision for a new algorithm is like this:
    1. Determine which columns can be seen within the rendering portal
    2. Build a (sizx+1)*(sizy+1) grid of screen x coordinates and z + reciprocals for each visible column.
    3. Use this data for precise rendering of only visible slabs with minimum overdraw.
  4. In Topic: How about porting Duke 3D to my new engine?

    14 September 2018 - 02:44 PM

    View Posticecoldduke, on 14 September 2018 - 02:33 PM, said:

    Have you profiled your renderer and checked to see were the bottlenecks are?

    Yes, I always use profiling to search for places to optimize. Slab column rendering eats up most of the processor time -_-
  5. In Topic: How about porting Duke 3D to my new engine?

    14 September 2018 - 12:00 PM

    Recently refined my voxel rendering routine, here are the before/after screenshots. Also added LODs and simpler and more streamlined drawing methods for distant voxels with less quality demand.
    Attached File  CAPT0039.PNG (230.58K)
    Number of downloads: 48Attached File  CAPT0041.PNG (236.67K)
    Number of downloads: 46

    The current rendering algorithm is a bit slow for high-detailed high resolution voxels. To stress-test my engine, I've used the old voxel trees I've made back in 2004 to introduce into my now-abandoned Duke mod. These trees are converted 3DS models and are very tough to render, so in my test map I don't get smooth framerates even in multithreaded mode. Actually, the boost is only 2x on 8 threads; maybe I should use better clipping to make multithreading more efficient. How my threading works is that each thread renders its own vertical band of image independently. Maybe not optimal, but simple and reliable way.
    Attached File  CAPT0043.PNG (134.01K)
    Number of downloads: 56

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