Monthly Archives: December 2020

JE HDRP!

Well i had a few extra days off, and ive upgraded JE to HDRP. The results are very good, and it plays and looks amazing. HDRP JE runs at 50+ FPS, and the built in runs at 70+ FPS. The builtin will be released as planned, but ill be working on the HDRP version till its ready.

Even though HDRP doesnt like them, i have the 1st person controller working good, but ill probably be using a different controller. Shader work is needed (foliage, etc.), and alot more optimization, to gain more FPS. Another thing to note: with the builtin i can actually make JE look like Farcry/Crysis, and it looks insane, but still testing that out, a very different look. Heres a video of level 1 HDRP:

Yo!

Sorry for the late update, but ive been working on JE alot. No news about movement as of yet, but ive solved a prob ive had with EmeraldAI since the start. EAI shuts off colliders on the AI once game is started, so the dinos didnt have collision detection or obstacle avoidance, and would walk through objects.

This was just another item on the “To Do” list, as easily solved. Knowing how EAI functions, (and no, Unity’s collision matrix with layers doesnt work) the solve is to add a NavMesh Obstacle to the objects you want to have collision with/avoid (trees, rocks, etc.). So tested and works great, and being applied to all levels/scenes.

On the dino movement end, Ground Fitter didnt end up working out, as the performance was real bad (spikes, regardless of what update method used). Currently have ragdolls for 60% of the dinos, quadrupeds are a problem, lol. Plenty of tests and work on movement is on going, as i want things right…

Movement Update

Wanted to update with some findings per animation/movement. So far ive tested this on Protoraptors, and Gigantosaurus, and has worked very good for foot placement/IK, and turning. This still needs adjustment (turning speed, etc.). What im using is FImpossible’s Ground Fitter, with a NavMesh script.

This gives me a dynamic IK for foot placement, as well as turning speed and axis. Add this with EmeraldAI, and works well, so far. This is the 1st test, and if you look closely, you can see, with a bit of adjusting the turn speed, and syncing of animation, will work good, but time will tell…

Optimization Info

Sup guys, ive done some optimization the last few nights, and the gain in fps/ms is real good. Heres a piece from my optimization section of my unity bible, but applies to any game engine, as i always say, “if your not using it, shut it off, less is better”:

TEXTURE IMPORT SETTINGS:
Generate Mipmaps: true (make sure to add streaming mipmaps in project/quality settings).
Max Size: 1024 (adjust as needed for detail).
Compression: low quality (Lower Disc Size).
Max Size: minimum.
Atlas textures: as much as possible.
Remove Alpha Channel.
Disable: read/write enabled.
16bit Over 32bit color.
Disable Mipmaps for UI.
Disable Streaming Mipmaps On: decal projector textures, refection probe textures, terrain textures.
MESH IMPORT SETTINGS:
Mesh Compression: use agressive compression.
Disable: read/write enabled.
Rig: if not using any animation, disable Rig, doesnt need it.
Blendshapes: disable if not using.
Normals And Tangents: if material is not using, disable.

Most of all, with models, make sure to reduce tri/poly as much as possible, without bad visual effect. JE is optimized this way, better fps/ms, but with Beautify and PPE’s, you can bring out HD type effect (sharpen, and AA most important). Just passing on useful info, (miss teaching), stay safe brothers, the world is a bit off at the moment, lol.

Update, BG Work

Sorry for the late update, as a good friend on mine, was having alot of probs with his MMO game. Had to impliment/set up, HD textures/mats, into a game that has never had HD before, but is more than capable of doing so, even though its a 10+ year old game engine. Result?, very good, a bit more taxing on the GPU, but worth the tradeoff. Ill leave the server/client side networking to the rest of the team.

While doing background work on JE, ive been play testing alot, of every level. One dino that came out exceptional is Gigantosaurus. I just love how his movement came out, not the best, but damn close. I spend hours watching the dinos walk around, eat other dinos, etc. but giganto is one of the better ones. His texture/skin, the bend down low, stop and stare, are traits of the lizard family. Some eye candy, right before i shot him (by mistake), and he ate my face off, lol:

Current Update

Ill be honest, JE will be a Steam only, independant release, with demo. I have about a months worth of work left, dialogue, audio, some adjustments, etc. I work on JE every day, most now is code, cut scenes, and background work, but has to be done, and takes the longest. Wish i had more to show, but will soon.

A game environment ive developed during my private lessons, i think is good enough for a game, and my next step. This will be announced as soon as im at a point in development where its warrented.