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Hajo
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Joined: 30 Sep 2003
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PostPosted: Thu Sep 17, 2009 1:43 pm    Post subject: [quote]

Cool move :D

With the diagonal shift you get a wider field of view, sideways, and therefore need even more of the distant tiles that come in view. It's a very nice effect though. I think I must get rid of considering every download above 1MB as huge.

I tried to calculate and the minimum seems to be 14 front views and 9 side views for a paint depth of 3 boxes ahead of the viewer, and a viewing angle of 90 degrees.
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Malignus
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Joined: 12 May 2009
Posts: 198

PostPosted: Thu Sep 17, 2009 3:54 pm    Post subject: [quote]

Mattias Gustavsson wrote:
Well, the reason for the 1000 views of each object is that I'm aiming for animated movement around the dungeon, like this:

Which is not strictly necessary, but would be nice.


A) That animated movement looks gorgeous!
B) 1000 views per object...dear sweet lord. Best of luck, sir!
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RampantCoyote
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Joined: 16 May 2006
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Location: Salt Lake City, Utah

PostPosted: Thu Sep 17, 2009 6:33 pm    Post subject: [quote]

What's your expected technical / memory requirements for all of the pre-rendered objects?
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Nodtveidt
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Joined: 11 Nov 2002
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Location: Camuy, PR

PostPosted: Thu Sep 17, 2009 6:41 pm    Post subject: [quote]

Something like that, when cached correctly, would run on even a low-level Pentium provided the display library was fast enough and there was enough RAM to support a decent-sized cache.
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Mattias Gustavsson
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Joined: 10 Nov 2007
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PostPosted: Thu Sep 17, 2009 6:43 pm    Post subject: [quote]

Oh, still too early to tell - I'm doing render test, post-processing and number crunching still.

I'm not sure it will be at all possible (or even desirable) to have this type of animated movement, but I'll evaluate it properly before abandoning it.
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RampantCoyote
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PostPosted: Thu Sep 17, 2009 8:14 pm    Post subject: [quote]

Just askin'. I seem to recall that the Stonekeep creators ran into asset problems planning the same kind of thing once. They eventually worked it out, obviously - but only after the game went WAY over schedule (for many reasons).
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Mattias Gustavsson
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PostPosted: Thu Sep 17, 2009 8:30 pm    Post subject: [quote]

Ah, stonekeep! I'd almost forgotten about that one :P

I'm going for faster animation speed than what they used (less frames to render :D), I'm storing everything as 8bit RLE compressed bitmaps anyway (as for all me games), and I'm going to have higher system requirements than they had... Still going to need a decent streaming system, I think.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
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PostPosted: Fri Sep 18, 2009 1:24 am    Post subject: [quote]

Uh it looks like the light source is changing in that clip.
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Nodtveidt
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Joined: 11 Nov 2002
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PostPosted: Fri Sep 18, 2009 1:56 am    Post subject: [quote]

LordGalbalan wrote:
Uh it looks like the light source is changing in that clip.

That would make sense if the light source was on the person walking through the game...
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Malignus
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Joined: 12 May 2009
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PostPosted: Fri Sep 18, 2009 2:45 am    Post subject: [quote]

Nodtveidt wrote:
LordGalbalan wrote:
Uh it looks like the light source is changing in that clip.

That would make sense if the light source was on the person walking through the game...


True. Unless this is one of those modern bourgeois dungeons with skylights.
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Mattias Gustavsson
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Joined: 10 Nov 2007
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PostPosted: Fri Sep 18, 2009 8:21 am    Post subject: [quote]

Of course the light source moves when you're carrying it around :D What did you expect it to do? :P
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Hajo
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Joined: 30 Sep 2003
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PostPosted: Fri Sep 18, 2009 10:18 am    Post subject: [quote]

Mattias, what display resolution/window size do you aim at? With such pre-rendered graphics, the more the merrier it seems to me, to reveal as much detail as possible. On the other hand, also the storage size will grow a lot.
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Mattias Gustavsson
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PostPosted: Fri Sep 18, 2009 10:38 am    Post subject: [quote]

640x480 - Rendering times shoots through the roof when I start going higher...
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Nodtveidt
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PostPosted: Fri Sep 18, 2009 11:26 am    Post subject: [quote]

640x480 is a good resolution for that. What I would do is have the renders at 640x480 inside an 800x600 overall screen; the images would be in something like a window in the upper left, and the rest of the screen real estate could be used for an interface, kind of like those old AD&D dungeon crawler games (Pool Of Radiance comes to mind).
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Fri Sep 18, 2009 11:31 am    Post subject: [quote]

Yeah, that's the idea. Though it might be that I'll have to go 400x300 for the renders, and use 640x480 for the game, depending on memory use... In any case, I'll scale things up with interpolation, which should make it look ok at least..
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