From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )
Thanks everyone No, there are currently no usable versions for public users atm, but we are planning a private alpha testing session for the new version hopefully in the next couple of weeks. All materials are converted on the fly to a new format so there is no material editing or tweaking yet. This shows how close the conversion between old and new skyline are though.
Will keep you all posted
Skyline Game Engine - Lead Dev. Please provide as much info as possible when asking for help.
Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
I think, maybe tattie means the alpha rejection?. as he was having issues with the older renderer with this yes? in his hotel screenshots?. or am I mistaken lol.
Just to make sure, when the new renderer and new modules are done, will all our previous skyline maps and levels be compatible still?, I know you guys haven't heard from me in a little while but I still keep an eye on the forums on a regular basis , got something I am putting together elsewhere that I would like to move over too but just want to make sure I can start now or if I would have to redo all the models and materials when these updates are released.
Also not to rush you guys as you are doing great, but just wondering if there is an ETA on this and/or the fps modules?
Thanks guys (well guy and gal ) and keep up the awesome work
We are trying to keep compatibility the best we can and some materials will need a tweak, but all the materials you see in the images are conversions from the older skyline files using the Uber shader to the new PBR shading. Much work still to do to put an ETA on the task, but there will be a private alpha version hopefully in the next couple of weeks.
There is still some major work to tackle like terrain, post fx and mesh editors etc.. with many tweaks still being required. I cannot answer on the FPS stuff, but its going well and i am sure StarFire can fill you in on the details more
Skyline Game Engine - Lead Dev. Please provide as much info as possible when asking for help.
Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
The modules are moving along nicely and the FPS is already performing better that the proto version in current use. I can not commit to a release date but we are trying to find time to put one together for you guys as there has been quite a few fixes to the system. First I want this FPS to be game ready for everyone and customisable for your projects and SP has to be in a good place to put the renderer down for a few days. Not to be too optimistic but I think we should be seeing the light at the end of the tunnel in the next few weeks. If we can get anything sooner to you we will certainly try
Lights still have limited shadow casters for performance reason and we will be building some sort of zoning or volume to turn lights off when not seen. Occlusion culling will also help in these cases. But the images above with the correct amount of lights running are solid shadows with zero flicker until more lights are added to the level which takes a bit of management lol
Skyline Game Engine - Lead Dev. Please provide as much info as possible when asking for help.
Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
Hey Everyone, I decided to relax and play with the new version this evening for a couple of hours and converted the Racetrack Template into a nighttime scene with lots of lights and meshes to push the system a bit and i would consider that it did fairly well. We have recorded some videos of the action to show you it all in action, so here goes:
Video 1) This is a top down and screenshot angles video capturing some of the nice visuals created by the stable lighting and half decent performance on my aging Gtx560TI:
There are no lods in play but the system does auto batch, so it could get even quicker once some more performance optimizations are in play
Still no IBL in this rendering, so quality will be improved more and the car shaders are not completed yet.
Video 2) This time we have the footage following one of the AI cars. Yes, it can be a bit jumpy but still very cool overall.
Video 3) Are you not sure what you saw in the scene! Well here is the video showing all the entities and lights in the scene and really how many things there are lol At the end, we show that its easy to add more lights hehe
Thanks for watching and reading. We know the delay is long but we cannot release without the same features back in than what we already give out, but we are planning a private release soon for those users itching to get their grubby paws on it lol
p.s. We had big breakthroughs with getting the terrain to show in the new renderer although there is some lod and shader work to do.
Skyline Game Engine - Lead Dev. Please provide as much info as possible when asking for help.
Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
Wow, now this is what I am talking about miles better then before. Skyline is going to be a strong competitor of Unity at this rate, keep up the good work and give yourselves a big pat on the back..
thanks everyone . It certainly can put a few lights down. They still take performance if ranges are large and too many lights used, but we plan on adding a light manager which turns lights on / off as you move around the world.
Skyline Game Engine - Lead Dev. Please provide as much info as possible when asking for help.
Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860
Skyline is going to be a strong competitor of Unity at this rate
@liam well said!!
Once the new renderer is in place and StarFire releases the updates to the Game Mechanics I can see Skyline coming very close to being a game-ready engine
The only things I can see that really need to be in place for it to truly compete with the aforesaid would be (in no particular order):
Script Editor (Debugging, Syntax Checking, Intellisense etc.) Networking (both P2P and C/S) GUI Editor Database System
After that, things like the PhysX upgrade, C# Scripting, Mesh Editor, exporting to other platforms and the other bits on the Roadmap could be added over time.
Not that I'm trying to push for any of the above, of course
Skyline is going to be a strong competitor of Unity at this rate
said this from the beginning .. and totally agree still lol..
multiplayer co op functionality for 4 players is what I would like for my game idea until then I think I just wait and see all the goodies as they come out before doing much of anything though. still aways to go for me to be ready to do much of anything anyways so. but I do like the way its turning out getting very nice indeed from pics and vids etc.