December 10, 2019, 06:21:23 AM

Author Topic: Let's see how many polies we can push in AGK  (Read 2940 times)

Offline Derron

  • Hero Member
  • *****
  • Posts: 2609
Re: Let's see how many polies we can push in AGK
« Reply #45 on: June 14, 2019, 01:23:09 PM »
While it looks mesmerizing for a "fuse flame" it should be way way faster (the gas is "bursting" out). The current effect suits more for some kind of "torch".

particle count could of course be way way lower  - for "Maze Raider" (toonish fire effect) I had 10-20 particles per flame (textured then of course) ;-)


bye
Ron

Offline GaborD

  • Sr. Member
  • ****
  • Posts: 322
Re: Let's see how many polies we can push in AGK
« Reply #46 on: June 14, 2019, 01:47:33 PM »
People can set it as fast as they want :)
The system is quite flexible, you could do anything. Manually make it thinner by reducing the emitter radius before it gets turned off, play with lifespan variance, whatever. Here is one with faster speed, less and bigger particles. Has almost no performance impact. The effect's set particle budget supports 16 of them simultaniously at these settings (having more than one would not increase particle handling time, only the rendering would be a tad slower with more on screen)



If you look at it zoomed in, it produces nice shapes without the individual particles being too obvious. So far so good. Let the further tweaking commence!




Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 1418
Re: Let's see how many polies we can push in AGK
« Reply #47 on: June 14, 2019, 02:05:00 PM »
absolutely SWEET  8)

Offline Dabz

  • Sr. Member
  • ****
  • Posts: 261
  • Is it cos I is ginger?
    • dabzy.co.uk
Re: Let's see how many polies we can push in AGK
« Reply #48 on: June 14, 2019, 08:52:05 PM »
absolutely SWEET  8)

And I'll finish that with...

AS A NUT 8)

Dabz
Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 16Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2220
Re: Let's see how many polies we can push in AGK
« Reply #49 on: June 15, 2019, 05:40:22 AM »
That looks like me going to the toilet in the morning :))

I expect more from you with shader work so how about some extra effects outside of the main thrust to give it that more realistic look, especially with the classic 32768 tris? ;D - Just messing of course. How many pixels is that pushing as it look like a lot :o
Until the next time...

Offline Derron

  • Hero Member
  • *****
  • Posts: 2609
Re: Let's see how many polies we can push in AGK
« Reply #50 on: June 15, 2019, 07:20:16 AM »
Qube is right...the end effect needs to mix stuff...
So some sparkles here and there for extra realism.


Bye
Ron

Offline Rick Nasher

  • Hero Member
  • *****
  • Posts: 786
Re: Let's see how many polies we can push in AGK
« Reply #51 on: June 17, 2019, 07:47:45 PM »
Put a nice shiny SpaceX Starship on top of it.  8)
_______________________________________
 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
_______________________________________

Offline GaborD

  • Sr. Member
  • ****
  • Posts: 322
Re: Let's see how many polies we can push in AGK
« Reply #52 on: June 18, 2019, 04:48:32 PM »
:) Yep I should start doing real demos, just need more free time.

I did however improve some things, added more advanced options and improved performance for mid to relatively high particle counts so that those effects can be used for games (even if sparingly).










Offline col

  • Sr. Member
  • ****
  • Posts: 439
Re: Let's see how many polies we can push in AGK
« Reply #53 on: June 19, 2019, 03:01:08 AM »
 Very nice!
8)
To be is to be perceived.

https://github.com/davecamp

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2220
Re: Let's see how many polies we can push in AGK
« Reply #54 on: June 19, 2019, 05:35:49 AM »
Looks really cool and detailed :)

Quote
I did however improve some things, added more advanced options and improved performance for mid to relatively high particle counts so that those effects can be used for games (even if sparingly).
I may be way behind the times but can effects with tri's of 524000+ be used in games real-time these days? :o
Until the next time...

Offline GaborD

  • Sr. Member
  • ****
  • Posts: 322
Re: Let's see how many polies we can push in AGK
« Reply #55 on: June 19, 2019, 09:04:59 AM »
The actual triangle count is kinda misleading considering tricks like instancing, supersmall tris and very leightweight shaders. It all depends.
That said, I am not advocating for people to be wasteful and spam every area full of high poly effects.  ;D

Offline RemiD

  • Hero Member
  • *****
  • Posts: 1026
Re: Let's see how many polies we can push in AGK
« Reply #56 on: August 11, 2019, 02:34:50 PM »
very nice !  8) congrats

i have tried to achieve the same "symbol emitting fire" effect using particles, in blitz3d, and then using "rectangle meshes" + animated textures

i am so old school lol
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0