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Skyline Forums • View topic - How's going release
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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




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Re: How's going release

Postby SpiderMack » 09 Nov 2017, 20:48

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Re: How's going release

Postby SolarPortal » 09 Nov 2017, 22:28




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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




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Re: How's going release

Postby SpiderMack » 11 Nov 2017, 20:16

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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 21815 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

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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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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 :)



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