Port to Cube2
2011-09-21, 04:31 PM
#1
Port to Cube2
Quick post before I go sleep, don't you think (VictorZ) that would be better to directly port ACSE (or AC and SE improvements if we want to make pure definitions Tongue) to Cube2 instead of still developing on an outdated engine?

As for perfomance, I've tested Cube 2 Engine and I obtain the same framerate with similar configurations than with Cube Engine; and take into account that Sauberbaten 2 maps are more wide and open than AC ones.

GGz!
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2011-09-21, 05:13 PM (This post was last modified: 2011-09-21, 05:14 PM by Victor.)
#2
RE: Port to Cube2
It would be a bit difficult to rewrite the Cube 2 engine into a Quake-engine like engine.

Everytime you shoot, the server goes through the map.
In Cube, this is an array of floor/ceiling heights.
In Cube 2, this is an octree of cube subdivisions.

As a result, this will put more CPU load on the server. I did consider building this game on Cube 2, but the Cube engine is simpler and doesn't cost so much CPU. If you have tried some games, their servers consume lots of CPU. Cube and Cube 2 doesn't. Neither does Cube with server-sided tracing. Not sure about Cube 2.

Best regards,
Victor
//victorz.ca
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Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-09-25, 08:54 PM (This post was last modified: 2011-09-25, 08:55 PM by RPG.)
#3
RE: Port to Cube2
Cube is a good engine too, but you can make some improvements for it:
- better lighting (light may have not only x, y position, but x,y,z to make more realistic shadows), better light calculation. Lightmaps calculated on-the-fly, so AC maps weight 10-20 kb, but not 5-10 mb like cube2. Maybe even full-scene stencil shadows for modern GPU's?
- hi-res textures (it's very easy, maybe 512 or even 1024 textures)
- texture offset when mapping
- maybe shaders? Shaders always may be turned off without performance kick. GLSL shaders are easy.
- texture compression support or dds textures support. I can help with this (I made texture compression for AC)
- LOD for mapmodels

AC's engine was improved too in comparison with cube: shadows, water. And AC's water slow as hell on my GF 6600, when cube 1 has 500 fps.
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2011-09-26, 03:26 PM (This post was last modified: 2011-09-26, 03:26 PM by Victor.)
#4
RE: Port to Cube2
Maybe you should help implement some of these features. I think the lightmaps should be cached, like Cube 2 (I think it's cached).

However,

ACR Home Page Wrote:This game combines the best of all worlds. Realism from Battlefield, anti-cheat from the Quake engine, perks from Call of Duty, and fast-paced gameplay with a low system footprint from AssaultCube.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-09-26, 09:45 PM (This post was last modified: 2011-09-26, 11:19 PM by RPG.)
#5
RE: Port to Cube2
(2011-09-26, 03:26 PM)Victor Wrote: Maybe you should help implement some of these features. I think the lightmaps should be cached, like Cube 2 (I think it's cached).

Cube 1 engine calculates lightmaps on the fly, and in does is fast. I'm thinking about better on-the fly ligt calculation because now floots and cellings has the same lightness and it looks strange.
If I have enough time, I will try to implement a different lighting algorythm. This will not affect game performance and will save compactness of the AC maps.

I also implemented DDS texture loader for original AC. Why dds? Dds is very, very impressive format. It needs 8 times less videomemory than normal jpg texture, so you can make 512*512 world textures without performance kick! Also dds has precompiled mipmaps and loads directly into memory (don't need decompression). I took dds loader from Cube 2 and adapted it for Cube 1.
http://en.wikipedia.org/wiki/S3_Texture_Compression
With dds loader AC needs only 90 mb of memory. I use DXT1 compression for textures.

All features I offer should not affect on game performance: you always can reduce texrute details, disable shaders, increase light error.

P. S. It's strange, but mapmodel's textures has resolution 1024x1024, and world textures - 256 or even 128 pixels.
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2011-09-27, 04:43 PM
#6
RE: Port to Cube2
I think you should join the dev team of this game.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-09-27, 07:22 PM (This post was last modified: 2011-09-27, 07:27 PM by Think3r.)
#7
RE: Port to Cube2
But dosent DDS just makes it load faster not run faster.
ohh yeah you see how you can draw floors from walls in cube2 can you do that to Reloaded's engine?

[Image: specialistb.png]
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2011-09-27, 07:43 PM (This post was last modified: 2011-09-27, 07:43 PM by Victor.)
#8
RE: Port to Cube2
No, horizontal cubes are not supported. Cube 2 uses an octree, but Cube uses a 2D array of squares defining its Z boundaries.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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2011-09-27, 07:46 PM (This post was last modified: 2011-09-27, 08:04 PM by Think3r.)
#9
RE: Port to Cube2
Can you explain Octree?

[Image: specialistb.png]
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2011-09-27, 09:10 PM (This post was last modified: 2011-09-27, 09:11 PM by RPG.)
#10
RE: Port to Cube2
(2011-09-27, 07:22 PM)Think3r Wrote: But dosent DDS just makes it load faster not run faster.
ohh yeah you see how you can draw floors from walls in cube2 can you do that to Reloaded's engine?

Dds textures rendering is faster than normal on my machine: 150fps -> 175 fps. Don't know about yours. We need people with slow machines to test that.

Octree - cube divided into eight subcubes, and each subcube may be divided too:
http://en.wikipedia.org/wiki/Octree


Quote:I think you should join the dev team of this game.
Of game ACR? But I can't be permanent developer. I just have some free time today.
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