Ambiera ForumDiscussions, Help and Support. |
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I am starting to produce an isometric RPG using CopperCube. A few years ago, I had already made prototypes of this RPG, and now that I have the financial conditions to work on this project, I am defining the engine and what I want going forward. However, I have some questions. Before, I used DarkBasic Pro. I am from Brazil, and here not everyone has a “modern” computer — most machines are from around 2008 to 2014, and people often use integrated graphics or weaker GPUs like the GT 730 or GT 740. I myself am developing on an A8-7600 (I plan to buy an RX 6400 for it at some point next year). Does CopperCube handle a slightly more modern visual style well? I mean in terms of textures and overall look, while still remaining lightweight. I saw that it uses DirectX 9, which I am familiar with. I want my RPG to have graphics similar to the PS3 era, and since it is isometric, I believe I can increase some details, etc. I ran some tests with around 700k polygons on screen and it ran at about 15 FPS even on my “toaster” that I call a computer. Do you have any advice, tips, or recommendations for someone who is just starting to use it? (I also plan to buy the Pro version with source code.) And regarding modeling and asset creation, I currently use 3ds Max 2012, but I would like to migrate to Blender. What advice would you give me? |
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Hi ayanicodemos, I'd say it is impossible to create something with ps3 level graphics. You can check Robbo's videos: https://www.youtube.com/@saturn7_dev/videos. This is probably most technologically advanced graphics that you can get. And as far as I could understand he spend literally years to modify CopperCube source code and introduce new features to achieve that. It's actually hard to compare to ps, but in general out of the box you will get a level of graphics of 00s B-tier shooters running at higher resolutions. You can of course add higher resolution textures, and more polygons. But in combination with other engine features like: vertex-based shadows, only 4 light sources at the same time, dynamic shadows only produced by direct lighting, not point lights, no pbr - only transparency and normal maps, and etc - it will still look outdated. Try building a demo, if you're satisfied with the quality, I guess it works. If not, well it doesn't:) If you're using max with CopperCube and it works for you just keep using it. It doesn't mean you shouldn't learn Blender - it's a great tool, but if it is a question of efficiency, I'd say there are no features in Blender that are particularly used in CopperCube compared to other 3d modeling tools. Also Pro version doesn't come with source code, only Studio does. |
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Yeah in ways , if you want write some shaders. With vanilla You can ( in ways again) lol reach early launch ps3 /360 graphics ( before everything went deffered rendering) because you can still use high detail assets ( just lacking all the textures like pbr) even on my laptop with intel gpu and only 4 gb of ram i generally render a few million onscreen with no problems. Probably closer to source engine, with higher poly assets. I been meaning to ask, those who have the source. Can the lighting shaders cc uses be replaced with your own? Or too integrated in the code? Default might just be fixed function without any shader code. But when you turn on shadow maps it is using a different lighting system which seems to be vertex shaders. Because it will sometimes disable or mess up vertex calls in a custom shader. |
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