Wednesday, 21 December 2011

I'm still workin' on it

I may have been offline for a while now, but that's only due to lack of an internet connection, I'm still up and running, and I've even backed my data up this time! Progress so far has been the GUI is now up and running with a nice simple and clean interface. The networking is now also going and has been improved since the last version. I have made slight changes to the overall control scheme, bu those will be explained later. Currently I have the deployment menu working, but no units are being deployed, the network code to do this is under way and it should be working nicely soon. After that the final things to do are add unit behaviors, sounds / music, the credits that units will cost to drop in and make some decent-ish maps for alpha testing.

I suppose since I have been absolutely mental about preserving as many frames per second as possible in order to make this game run on anything with vista and upwards, I should put in a note about the performance. It is currently running (on my good-ish machine) at over 230 FPS, that equates to about 4-4.5ms per frame! After I have made this work out well on old hardware, I think I might start to add graphically intense features that will make the game much nicer to look at on new machines.

Sunday, 4 December 2011

More pretty pictures

Just made shadows go. Finicky things in DX11 but they go now.



These two pic's were snapped with 2x AA turned on to try preserve frame rate. The first pic was running at 3.9ms which is the same without shadows but with 8x AA turned on. The bottom frame was running at 4.4ms which is fair enough since it has to render 2x as many terrain pixels. They look pretty, not too expensive time wise and I'm happy with them. Now I'm really going to get onto the game play part. Promise.

Saturday, 3 December 2011

Progress Update

Since re-writing the graphics code in C++ with DX11 I have made good progress in getting it back to how it was before the change over.


Here is a shot looking across the base of a hill. At the moment there are no shadows but already the world is looking pretty decent. This shot was taken with 8x AA turned on which really looks good when you zoom in on the pillar. The trees need a little work to make them smooth out (The AA doesn't seem to affect them) But this is still a fairly nice picture. And the real kicker is, even with 8x AA which would have killed the XNA version, this runs at 250 FPS or 3.9 ms/f. That more than 3x faster! Now that the extra performance is paying for itself I can add more complicated effects that will really bring out the full potential. But for now it's time to get to work on the actual gameplay.