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Dawn is my learning project being made as semi-sandbox skill based multiplayer game heavily dependent on world interaction. It's currently only being developed by myself so a lot of time is being spent on learning one of the many area's of game development. Currently, i'm brushing up on php and mysql database's. *Update* August 25, 2015 A quick update to say work is still being done on the project. Most of the time has gone into experimenting with different art styles/structures, shaders, performance benchmarking, and a little work in the GUI interface. Performance benching currently has the game set for a max of 1000 players per server with 1 house each, 50 furnishings, and 500 mobs. Whats left in the collider pool will be made up of harvesting nodes and world objects/miscellaneous scenery objects. Features to be worked on over the next 30 days. 1. GUI Interface 2. Player Equipment - Weapons/Clothing 3. Player movement and handling 4. Player Combat

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Change to building system.

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I've been calculating how many colliders it takes to make a decent sized house and have found out that it wouldn't take many to reach the collider limit in Unity. The upper limit is supposed to be 250k but its been found that reaching 150k has a huge performance hit and currently going higher then that is unwanted. These houses are also not static since they are built on the fly. That means no precompiled occlusion culling which results in a huge performance hit when 70+ are on screen. Dynamic occlusion culling could be a fix but the problem remains of hitting the collider limit. So, with that, i've scrapped that building feature for a more simplistic one.

The future building system will be use pre-made floor plans. You will place a foundation down and complete it's construction in steps showing progress about every 20%. Once its complete there will be a limit of about 50 objects that you can decorate your house with. This would support 1000 players having housing in an open world with room for everything else. To make up for not having complete customized housing i'll add in the ability to change wall/floor textures, doors/windows with housing addons later. This will still offer a good degree of customization with much better performance.

Current priority before this change was AI/combat but with the current hole in the feature list it's being diverted back to housing. One week should be enough time to complete the swap and old progress will resume.

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Draxeus
Draxeus - - 17 comments

I see.. so low end computers are out heh.. keep up the good work tho

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Draxeus
Draxeus - - 17 comments

this game looks interesting so far, i read that you are planning to make this like a sandbox game? so maybe sort like GMod? or totally different?

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Slaghton Creator
Slaghton - - 2 comments

I don't know if it would be possible to achieve the level of customization Gmod has but it would be mod-able to an extent and allow people to run their own game servers.
(If its possible that would be ideal)

I would say its currently planned as a hybrid-sandbox for now.

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Draxeus
Draxeus - - 17 comments

Ah I see, well keep up the good work! Do you have any system requirements for the game yet?

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Slaghton Creator
Slaghton - - 2 comments

From a past benchmark scene I created it was around a Radeon 7850/Geforce Gtx 660 with a decent Dual Core 3Ghz+ cpu.

Now I do have this VR compatible with the head of the playermodel synced up to the VR headset and the requirements of that would be atleast R9 290/Gtx 780 with a Quad Core i5. Once Directx 12 is supported I could recommend a 6core amd cpu for vr.

(There is an option to spawn a vrplayer and a non-vr player at the moment for testing.)

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