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Reputation: 227 My posts turn threads into gold
Group:
Members
Active Posts:
319 (0.11 per day)
Most Active In:
EDuke32 & EDuke32 modifications (259 posts)
Joined:
07-May 09
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Currently:
Viewing Board Index

My Information

Age:
26 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

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Posts I've Made

  1. In Topic: What are you working on for Duke right now?

    27 April 2017 - 04:49 AM

    View PostTea Monster, on 26 April 2017 - 02:27 PM, said:

    Is it the same feature set as vanilla BUILD, or can it do extra things?


    The feature set of BHSEdit is completely different to Editart as the formats are. In BHSEdit you can freely rotate and zoom image being edited, and it is very straightforward to use as soon as you grasp the keystrokes. A brief list in what my format surpasses Build ART's:
    • Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)
    • Mipmapping integrated into the file format
    • Tile offsets having half-pixel precision
    • Support for both indexed palettes and planar RGB images (also potentially hyperspectral images with up to 255 channels)
    • Support for 8 and 16 bits per channel
    • Slot-specific pixel format options (linear luminance, gamma-corrected, logarithmic scale, indexed color, also vector representation for normal mapping)
    • The transparent color can be individually assigned for each tile or removed altogether
    • Each slot has its own physical resolution and nominal ingame brightness (facilitates texture scaling and lighting)
    • Flexible memory organization; storing data either in rows like ordinary bitmaps or in columns like Build tiles, in future also as constant-width bands to improve caching
    • Storing sounds in the same format with mostly the same capabilities

    The BHS slots are just passive data by themselves, without things like animations and multiple viewing angles. These interactivity features should be enabled only through the ABHS engine extension. This means that animations stored inside *.art files will need to be imported separately.

    As for the engine itself, it is deemed to support multiple renderers and multiple map formats (both 2D and 3D), but none have been developed so far. Eventually I hope to release commercial indie games using this tech.
  2. In Topic: Adding lines and USER.CON editing

    26 April 2017 - 12:17 PM

    Did you bother to try it yourself before starting this topic? As a general rule, modders who want to keep all the original code write a custom CON file (eduke.con, for example) and put the "include game.con" line somewhere into it. Just keep an eye that changes you make do not conflict with the existing code and come in the proper order.
  3. In Topic: LNGA mod & Qwnz0r Qwn3d TC

    25 April 2017 - 08:35 AM

    View PostMicky C, on 25 April 2017 - 06:01 AM, said:

    This is a bit off topic but how many cores does EDuke32 with the software renderer use? I suppose the rendering is all done on one core, while other stuff like game logic is done on another?


    You can check it with Process Explorer. Almost all the work is done within one thread, meaning that it doesn't make use of multiple cores:

    Posted Image
  4. In Topic: What are you working on for Duke right now?

    25 April 2017 - 08:28 AM

    These are the original Duke3D tiles imported into my new game engine along with five RGB palettes and the translucency/shade/palookup tables. My format natively supports mipmaps and is versatile enough to store the game sounds as well as textures and sprites. This means that it can replace all Duke3D *.art, *.voc, and *.dat files with a single *.bhs file, what also facilitates very fast loading. The editor on the screenshot is BHSEdit which resembles Editart but has more powerful features, is more intuitive to use and probably is the first application to deal with both sounds and 2D graphics using the same GUI.

    Eventually this engine should be able to run a Duke3D port.

    Posted Image
  5. In Topic: LNGA mod & Qwnz0r Qwn3d TC

    25 April 2017 - 05:06 AM

    View PostPerro Seco, on 07 April 2017 - 12:56 AM, said:

    I didn't forget about this impressive mod. Are some real news about it? I hope it's not dead...

    Well, I'd say that the mod is proceeding into next development stage, mainly as EDuke32 tech is vastly inferior to what I want to achieve and faces some backward compatibility issues. Its rendering routines are too slow for complex effects and the CON script performance is limited as well. I'm planning to use EDuke32 for prototyping gameplay concepts and doing simple mods, but not making complete standalone games. Seemingly, the LNGA mod gradually evolves into something that isn't based on EDuke32, still I feel necessary releasing newer versions.

    As for now, I'm working on my own technology somewhat inspired by Build engine, but planned to make use of modern hardware features like multi-core processors, GPGPU and SIMD instruction sets to gain performance and do stuff like realtime raytracing. My engine already can import Build tiles and VOC sounds, so one will be able to make use of the original game GRP file.

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