Actually, now, with SDK 2.0 upcoming, maybe the Vita can :P I tried implementing Atmospheric scattering in my engine but didn't notice enough of a graphical improvement for the performance cost.
Actually, now, with SDK 2.0 upcoming, maybe the Vita can :P I tried implementing Atmospheric scattering in my engine but didn't notice enough of a graphical improvement for the performance cost.
Are those shadows realtime or baked?
You sure the Vita can take that? It's only PSM... It can barely take SSAO
That's one hell of a computer you've got there!
Now you know what I did in the last 6 months :P I have atleast 5 different rewrites of the engine lying around, for atleast 3 different platforms
Kam, have you tried deleting the mesh data after putting it into a vertex buffer? I tried and somehow that also cleared the vertexbuffer, even though the vbuffer had already been setup and filled with the data
Thanks!
I actually rewrote the entire engine (almost done), it is organized in a better way, I just have the physics and the deferred rendering pipeline to redo.
Lol yeah, We'll show the true power of PSM!!
wow, I'm jealous, you've been working extremely hard on this! I'm not even close to what you have! Good job!
Just a really quick progress update, we're busy reworking the engine to make it more extensible (and hopefully better optimized), we'll post a full update when we're done, right now we're really busy with our personal lives as well so it might be a while.
lol, yeah
well through PlayStation Mobile but yeah, on PS Vita :)
thanks! I haven't finished the deferred renderer but I am reducing most information into 2 textures, for instance, the positions can be calculated from depth (which can be one channel) the normals can be packed into 2 channels instead of 3, the one remaining channel could be used to store info like material data, this means that instead of using 2 different textures for them, you just use one, however a color texture needs to be kept separate because it is not possible to include without losing precision and PSM doesn't support rendering to half-float textures.
Yes, this uses the camera you sent me, it works great with the analog sticks, I just changed both movement parts to LinearVelocity to make it work well with the physics - especially continuous collisions.
Some more progress has made me rework some of my goals because although PSM was outperforming PC, the moment I added SSAO things dropped to 5 FPS on PSM and 15 FPS on PC
1. It's a secret ;) for now, just know that it's a horror game
2. The engine is created in C# and for PSM
3. The game engine follows a custom design pattern, similar to Axiom3d
4. I thought I changed everything to 3d, thing is, we recently made the decision to go with 3d because we were having trouble making all the 2d assets
5. I JUST came here to post it :P
6. So far we don't
7. lol, #5
great job!
I guess a progress update for Crimson Diaries is overdue :P
Thanks! :D
himanshugoel2797
Himanshu joined
Developer at Aperture Studios. Developed internal 2D Game Engine Aperture2D and working on 3D game engine alongside Crimson Diaries : The Mystery Begins