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How's going release

How's going release

Postby SpiderMack » 09 Nov 2017, 10:33

Hi,

I wonder how is going the release ?

Is project export system finished and let you guys start working on new stuff ?

Is Navmesh display bug fixed ?

Did you started working on real prefab system ?

I know there is ton of work, but Skyline Gen 2 is alreay pretty advanced and complete (only missing few essentials) , i think a Steam release is not so far :lol:

I thinking in starting some small retro rpg game with skyline when it will get in Steam :D
Last edited by SpiderMack on 09 Nov 2017, 20:33, edited 1 time in total.
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Re: How's going release

Postby SolarPortal » 09 Nov 2017, 18:12

Hi Spidermack,
Its getting there, we have just spent a day trying to fix a pixel buffer system in DX11 for updating sub regions of a texture. This was not working in the core at all and its took some brainpower to do.

Skyline has an end game exporter, we are planning for a release sometime this weekend or monday, so users can test it and find any faults with it..

Game mechanics are coming along.

No, we have not started on a grouped preset into 1 preset yet, still on the todo list as are a few workflow bugs.
And there is still steam to integrate of course. But in all, its going well now :)

I thinking in starting some small retro rpg game with skyline when it will get in Steam :D

Great to hear :D
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Re: How's going release

Postby SpiderMack » 09 Nov 2017, 20:48

SolarPortal wrote:Its getting there, we have just spent a day trying to fix a pixel buffer system in DX11 for updating sub regions of a texture. This was not working in the core at all and its took some brainpower to do.


Once DX11 is done, you can focus on more interesting features :D

SolarPortal wrote:Skyline has an end game exporter, we are planning for a release sometime this weekend or monday, so users can test it and find any faults with it..


Keep us informed, i will be ready to test it.

SolarPortal wrote:Game mechanics are coming along.

Do you mean script and Visual scripting examples, or some new editor feature ?

SolarPortal wrote:No, we have not started on a grouped preset into 1 preset yet, still on the todo list as are a few workflow bugs.

If it can't be ready for Steam release, it should come right away after, like Unity prefabs or UE4 Blueprints it's a very important one to make 3D levels in a good way 8-)

SolarPortal wrote:And there is still steam to integrate of course

Will you keep up to date the actual "non steam" version ? Or will you propose it for Steam users when they could be interested to distribute their game in "non steam" platforms or their own site ?


Anyway, glad to know things are going well , Skyline is not very known at all, and i'm sure it will surprise lot of indies in a very good way when people will discover it on Steam :D
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Re: How's going release

Postby SolarPortal » 09 Nov 2017, 22:28

Non steam and steam will be too seperate downloads. Non steam will be downloaded from our store and steam release ... well from steam :lol: Both will be kept up to date as much as possible..

Skyline is not very known at all, and i'm sure it will surprise lot of indies in a very good way when people will discover it on Steam

Thats what we want, hopefully we will gain some market traction once released.

Do you mean script and Visual scripting examples, or some new editor feature ?

Game mechanics as in FPS, third person, AI Shooters etc...

Keep us informed, i will be ready to test it.

Sure thing, an update will be available asap :)
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Re: How's going release

Postby SpiderMack » 11 Nov 2017, 18:45

Some important feature, is there some anti aliasing feature (fast FXAA or MSAA) planned before Steam release ?

(I checked again a scene i made and it looks too jaggy in game )


Also is Navmesh visualisation bug fixed ? i didn't test navmesh in Gen 2 as i couldn't see it :lol:
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Re: How's going release

Postby SolarPortal » 11 Nov 2017, 19:14

Navmesh works fine, but in order to generate it on surfaces, you must define those said surfaces as Static from the entity properties.

Some important feature, is there some anti aliasing feature (fast FXAA or MSAA) planned before Steam release ?

Not before the release, but we plan on adding SMAA which works really well and has decent performance :)
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Re: How's going release

Postby SpiderMack » 11 Nov 2017, 20:16

SolarPortal wrote:Navmesh works fine, but in order to generate it on surfaces, you must define those said surfaces as Static from the entity properties.


I put static on :
-Entity Base : Update Mode : static
-Physix Properties : PBR Dynamic : static

What is the right static option ?
I generated navmesh, but some level parts are not taken account as static ?
Is there some video tutorial ?
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Re: How's going release

Postby SolarPortal » 11 Nov 2017, 21:34

Its the top most property header when selecting an entity, which makes it faster as it stops updating the nodes per frame which could save CPU cycles and performance with many entities in the scene.

Clipboard Image.jpg
Clipboard Image.jpg (14.12 KiB) Viewed 9570 times


The physics static is incorrect as this is for the physics rigid body to not move and is not the entity properties as it is an action.
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Re: How's going release

Postby SpiderMack » 12 Nov 2017, 14:26

SolarPortal wrote:Its the top most property header when selecting an entity


I selected "static" in properties , btu navmesh passes throught the block laying above the floor ?

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Re: How's going release

Postby SolarPortal » 12 Nov 2017, 15:52

That is due to the resolution of the navmesh which never needs to be totally accurate but can be increased from the property in the navmesh editor, i think its a slider(cant check at the mo as i am in the middle of sorting our build folder), the default is something like 48, which you can reduce..

There are also step height offsets that you can adjust to stop the mesh from going over that size obstacle.. play with the properties and see what you get. :)
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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

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Re: How's going release

Postby SpiderMack » 12 Nov 2017, 16:14

You are right , it worked better , i had to tweak values like resolution or max char step.

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Re: How's going release

Postby SolarPortal » 12 Nov 2017, 19:26

good, glad you got it working :)
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

Twitter: @SolarPortal
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