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My game-level testing, any feedback or suggestions are welcome

srfstudio
Registered User
Quote
2018-08-24 00:36:33

Hello2all,

I have started testing Copper Cube to see if the engine can pull off the game that I have planned. So far I’ve switched through two different engines because they couldn’t do the job.

As for logical solutions, Unity & Unreal, I eliminated Unity because I don’t really like the workflow & don’t enjoy working in the engine environment and Unreal is just too heavy for my needs.

This thread will be a work-in-progress page for test-level that I’m gonna be updating. My impressions so far are good.

I’m extremly surprised with Windows export, the level runs smoothly & on 60fps with static & animated geometry, lightmaps & dynamic lighting . Unfortunately the exe file is irrelevant to me because I’m only interested in web/mobile exports but it’s good to know that if I ever start a windows-only project I can count on a good, steady engine.

The WebGL export is a bit problematic so far. The castle static-geometry and lightmaps are behaving great, with only castle & player the level is running on 55/60fps.

However, when animated models are placed, the engine starts becoming unstable. On Chrome & Opera level runs between 25 and 50fps but on Mozilla it drops and runs between 20 to 30fps max. On IE11 the level is actually unplayable since it can’t reach more than 10/18fps.

There is still much room for experimenting. I haven’t started with texture optimization and, so far, only tried exporting my animated models to FBX formats, ranging from FBX2005 to FBX2013. The next step will be testing them in MS3D, X and B3D.

FBX was, unfortunately, very disappointing. I optimized level-rooms so that the models are visible/invisible depending on a player’s position, disabled real-time shadows and kept models with only one animation so that there is no switching between animations. Even with all this I can have only two-three models per room before fps becomes unplayable.

All models that I use in level are actually lowpoly for modern standards:
- Player 18k
- Male trooper 12k
- Female troopers 32k
- ExoRed warrior 7k

Fortunately there is still room for experimenting and, hopefully, I will be able to make level run with more stable fps & more than 3 models at the same time in WebGL.

Next update will be:
- DDS texture format & textures in lower resolution for some objects.
- Animated models in non-fbx format.
- Further events implementation.

WebGL version [*Link updated to version 3]:
https://uploads.ungrounded.net/t...

Windows version:
https://www.newgrounds.com/dump/...

It would be great if someone could take a look at the level & see if the fps on their PCs is better or worse. Also any tip on CC engine or what I can do to make level more functional is welcome & appreciated

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j9907
Registered User
Quote
2018-08-24 04:51:34

Quite good. Also nice job with the shadows! The framerate was quite good for me in the WebGL demo!


srfstudio
Registered User
Quote
2018-08-24 23:44:32

@j9907 Thanx for testing it & for feedback! :) Shadows on castle are done in Blender and exported in B3D format with textures on first UV & lightmaps on second UV.

I've been experimenting some more, still haven't given up on FBX format for characters.

New things:
- Newer FBX format for characters.
- Lower face-count for male & female trooper ( mTroopers are down from 12k to 5k and fTroopers are down from 18k to 11k ).
- I have added the fake-shadows below player and all characters to compensate for lack of real-time shadows.
- All troops now salute the player if he's near enough :)

The low face-count on troopers completely removed any possibility for dynamic lights on them because the light now look terrible when applied. However the fps is now much, much better, it doesn't drop under 30fps and even when it drops, it's not more than a second/half a second.

I still haven't started trying out different formats for characters, only FBX, but I will first try with baked-lights on models.

New WebGL version [*Link updated to version 3]:
https://uploads.ungrounded.net/t...

If anyone finds some time to test the web version I would really appreciate it. Also any good or bad feedback is welcome
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just_in_case
Moderator
Quote
2018-08-25 04:54:02

Looks really awesome..... Will test it out soon.... Right now am out of town... Will give you feedback after testing it on my pc...😇


srfstudio
Registered User
Quote
2018-08-25 21:48:58

Cheers! Looking forward to it! If you have both Chrome & Mozilla it would be great if you could check them both.

On my PC the level is now running o.k. on Chrome & Opera but it's very low on Mozilla & unplayable on IE11 :) I have Win7 so I'm not sure what could be the fps situation with Edge or MAC's Safari.


ishmaru
Guest
Quote
2018-08-26 01:47:33

I tested on Chrome on a Win 10 machine, and it looks great! High quality animations models and environment. Keep up the good work!

The only issue I have to report is that when you get into a conversation with the hostile soldier it's not first clear that you need to click leave to end the dialogue, and I end up walking away before I hit leave. It's a little strange


srfstudio
Registered User
Quote
2018-08-26 22:12:37

@ishmaru Thank you for testing the level! It's good to know that everything is working o.k. on Win10.

If you find some time maybe you could test it on Edge? If you have Edge installed, I'm not sure if that browser is a part of Win10 by default like IE was on previous Win versions.

Yeah, I totally forgot to make changes on dialog-end button :D I had a variable-driven cameras in earlier versions, once I changed that system the player can now move before the button is pressed :) Good catch, I must fix that, cheers!


just_in_case
Moderator
Quote
2018-08-29 06:43:22

Pretty nice, textures are really satisfying.... There were some Pot's eith glasses and tray on a table... The texture for the pot seems to be transparent, that maybe a mistake.... And as @ishmaru mentioned the dialogue box leave stays there ...
You can add functionality to the elevator and can do a lot of things...
I loved the view of outside of the castle while looking from the door... That is also satisfying...
Npc's should have more functionality then just standing idle.... The guard girls should have more animation like salute or something.. Else...
It is really a good implementation...😂


srfstudio
Registered User
Quote
2018-08-30 21:19:17

@just_in_case cheers! I'm glad you liked it!

I planned 'transparent fake reflective' for both pot & glasses but never got around to it :) The dialog is now all messed up because I switched to non-variable camera system. I will have to re-implement at least one variable that will control the camera-switching during dialog.

Yeah, I planned more interactive animations between player & troops but haven't made actions yet.

Sadly, I'm not sure if I will continue this project in Cooper, it's a great engine & I'm really surprised at how much fun I have working in it but the WebGL exports are just too limited. If I planned the game for desktop build that would be another thing but for web...

I don't know, I'm still thinking about it. I'm developing the same test-level in Unity & I HATE Unity. It's not intuitive, every little thing takes forever to accomplish and there's far more programming than I would like :(

If I switch back to Unity completely, I will write the main reasons why I switched back. Hopefully in some future versions of Cooper those limitations related to WebGL exports will be ironed out :)


srfstudio
Registered User
Quote
2018-09-24 22:38:38

So almost all variable-dialog-interact-camera systems are done. I've changed a lot of things & in a day or two I think I will be able to start developing other levels with this level as a method-base.

On my computer the game is now running between 30 and 55 fps which is great. Mozilla is out because I can only get 20 fps at best but Chrome, Opera & Edge are fine. I had to give up on CopperCube Exe build but the NWJS wrapper managed to do the job so I will also have a desktop/exe build.

New WebGL version: https://uploads.ungrounded.net/t...

If anyone finds some time to test new version it would be great. Any good or bad feedback is always welcome :)
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j9907
Registered User
Quote
2018-09-24 23:41:51

Gosh I wish i knew how to do lighting that good... Would a tutorial be possible? Video version preferred.


srfstudio
Registered User
Quote
2018-09-25 00:48:24

Cheers! ..but it's just a standard Blender lightmapping on second UV. I'm not even using Blender's Cycles Baking because I like shadows to be a little unrealistic, scattered & harder than they normally would be. If you're gunning for realistic shadows than you should use Cycles Baking.

This is the process for creating lightmaps on second UV in Blender:
https://www.youtube.com/watch?v=...
...if your model already has a UV for diffuse and you only need second UV you can start from 1:35.

The best thing about CopperCube & lightmaps is that you can export your model in B3D format from Blender and, when you import it in CC, all textures and lightmaps will be there out of the box :)

You can find Blender version and B3D exporter that I'm using here:
https://www.ambiera.com/forum.ph...

Best of luck!


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