This Friday we have the third part of the Spark Q&A series for you (if you missed them, you can find the previous installments here and here).
Dalin asks: The basic geometry isn't compiled like it is in Source/Unreal Engine, but what does happen with it?
This week we're super busy with the Game Developer's Conference, optimizing the game for our engine test, and cleaning up our Lua integration for the modding release. But why should should that stop us from creating a video to answer this excellent question? Without further adieu, we present a look at level processing in the Spark Engine.
That's some smarts! Great job on the engine. Do level have to be all models though?
No they won't... you use faces (not brushes) and then you (should) use some models to fill the level up :D
wow and u did that without compromising on the efficiency.....wow...
cool techniques
Amazing stuff, very smart way of rendering :)
AWESOME! Smart o_o
CHC ftw! combining it with the bsp is pretty cool.
Keep up the amazing work :D
I thought you guys would use something like that. I can see that FPS lag won't be much of an issue due to you not looking at all the map when you can only see about 5-10% of it at a time.
Great work.
Cool video, but what's even cooler is watching it on youtube and turning on Transcribe Audio beta. The last line that developer says is: "...or anything that modders dream up..." It's transcribed to: "...for a single mother's dream of..." :)
Did you ever think about making a sp. campaigne in a AvP style? That would be very nice i guess.
Nothing planned (maybe after initial release though).
And even if not, there will be enough modders to do that for you ;)
This went beyond all my expectations, superb work.
Great, I love that you care about potential modders down the road.
you really put a lot of work in your project and you deserve a price for that, i'm sure you're one of the upcoming studios of the year, i hope other good games will follow....
btw: "awesome" graphics for an indie-game with an own engine, i couldn't imagine a better lightning, i guess it's going to kick avp's a**....^^
Nice. This technique was also actually used in Unreal Engine 2 - "Zone culling"
"Zone culling", or working out a PVS of zones/areas/vis-leaves only covers the first part of their overall technique.
CHC is an optimised form of object occlusion culling: seeing whether individual objects occlude each other. Where as the 'zone culling' just works out what area of the world you can see into from another.
Just though I'd make that distinction because they've implemented something a fair bit more advanced than UE2 tech and deserve the credit for it :)
Nice job on the new Spark engine. Looks amazing.
I have to say the work in this area is much appreciated, nothing bugs me more then getting poor performance in a game because of bad optimization.
SCREW YOU AREA PORTALS!!!!!
I love this, maps will take so much less time.