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Showing content with the highest reputation on 14/05/21 in Posts

  1. Bit of a tech update here - some may wish to skip straight to the video below (there's eye candy ) Tech update: Done quite a bit of refactoring away from quick prototyping code, as that was causing an issue in the previous vid, where after I'd gone Editor > Frontend > Arcade > Frontend > Editor > Frontend > Arcade - a bunch of the attract modes were 'frozen' for all subsequent runs of the arcade. All sorted now, can go back and forth with no issues A more eye-catching test I've done tonight is playing around with those somewhat expensive realtime point lights (since I can't use the cheaper pre-baked approach due to the user-created arcades). The CPU usage is very high here (and framerate is below 60fps); I was mainly standing in the most demanding spots, and designed the arcade so I'd have plenty of machines on screen at once. I believe that because since remaking the machines I have not done the new additional process step to allow me to pass some of the 'work' from the CPU to the GPU (GPU instancing from atlassed textures via shader). So hopefully not an issue/less of an issue (plus I have hopefully another minor CPU optimisation when I do the big task of writing the attract mode codec). Of course most people won't be laying out their arcades then standing in specific spots to intentionally stress test the system This test system I've made is allowing me to tweak procedurally generated point lights, changing their intensity, the number of them (evenly spaced in a grid near the ceiling) - plus also independently tweak the up and down directional lighting I have in (I've just mapped it all to various key presses for my test). This also highlights the need for another big job I'd highlighted in an earlier post, to allow independent control and normalisation of the back glasses. Currently they come in various brightnesses and are 'Unlit', there's a ton of work to do, but it should be possible to get them responding to the experimental lighting - as with the lamp mask they wouldn't really self illuminate - so they look wrong in this darker lighting. Some of the dark layouts look a lot better in these new lighting tests - with the big job done, all layouts would appear to be like the dark layouts (but with bright lamps, and potentially even darker). Of course the user can opt to have a nice brightly lit arcade, or spotlight, but with yellow lamps with more spread... Sooooo much work to do lol Anyway that's enough blurb from me - here's some light tests
    5 points
  2. Thanks guys glad you like it It's all a cheat I've decided on, since I can't pre-bake lightmaps due to the user-created arcades, but I think it looks good enough to distract, and gives some fake darkened corners by the intentional light placement - so everything looks less flat. Next big jobs will all be focusing on getting the CPU usage down when there's lots of machines on screen at once running their attracts, and that's clearly the bottleneck now - quite a lot to do there, but the optimisations should be worth it...
    4 points
  3. That is just sick John, seriously sick but believe I am going to have a problem with your simulator, you've put too many options for lighting effects so instead of playing the machines I'll be too busy playing with the lights.
    2 points
  4. Note to all members - I cannot stop him trying to revoke his donation to support the site after he has already taken content. He made the threat - he is simply gone, end of.
    1 point
  5. Goodbye. You will not be coming back.
    1 point
  6. Mate if you want to fuck off that is your problem but don't put pressure on anyone who don't want to answer your questions, it isn't compulsory to give an answer but you know what they say "If you don't like it you know where the door is", don't be a dick and show a bit of patience ffs. Don't make shitty demands here as it won't wash son.
    1 point
  7. Grand theft auto sonic the hedge hog 2 (I think)
    1 point
  8. Superb, the lighting looks amazing fella ;). J
    1 point
  9. This looks amazing. Just having a ceiling and walls made it feel more real, but the lighting is next level.
    1 point
  10. Wow! Absolutely awesome..
    1 point
  11. I think so, I see similarities between various cabs I've looked at so far, like the Roll top / 'non-roll top', which I suspect are the same but one has the roll top coin stuff on top - good news for me as less 3d modelling to deal with
    1 point
  12. It's the build Dx02_15jp from the legacy section
    1 point
  13. Thanks man, those cabinet measurements will be very handy Getting video + lamp based machines is a bit further down the line (probably after I've got 'pure' video machines running, like MAME video games). But should be possible, I did get a pacman (with a 1 frame delay) running from an early test ages back. I've added you to the cabinet modelling section of my todo list. Had a look on youtube, and from what I can see it doesn't look like too complex of a cab, some nice simple straight edges on it
    1 point
  14. Ideally you'd want to see the other machines animated lights reflected in the glass - this is going to be expensive (free with RTX). Realistically we're more looking at static cubemap on-the-fly - making a set of those in a grid across the arcade could then mean you see other machines reflected that are nearby, but they'd be static. Other options are like GTA5 distance lights, where you have blurred colored particles, and if you have neon lights around the ceiling you can re-render a reflection of those too. The colored particles could be tied to the lamps of the nearby machines, so it'd give an out-of-focus (but animated) effect. Another option is to render a camera for each glass - with this there'd be some time-saving techniques - identifying which machine glasses will actually capture the glass of another machine, and only do those. There's a lot of ways to do do the effect basically Again, it'd be a low priority as not required for playability... though the 'camera per glass for machine glasses that will reflect another machine's lamps from the current camera position' is probably not too long to implement (but would need a decent graphics card). It would be fully animated however, which is appealing Another option could be a shader to render second copy of any lamp... there's really a ton of ways to go about it...
    1 point
  15. I saw this thread was 999 posts it would of been rude to scroll past and not make it a 1000 posts, Keep up the great work jp !
    0 points
  16. its funny people who made these games refuse and ignore my question like arcades and bingo halls turn the autoplay button off. Tell me or i will revoke my donation on paypal and close my account until people who made these games start telling people how to activate the autoplay button. If not, BYEEEEEEE
    -2 points
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