Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Help with CopperCube
Copper Cube for Indie Game Project?

nytician
Registered User
Quote
2020-10-17 00:04:56

Hi there,

I've been working on a game in the LOVE2D engine but that is of course 2D... in short I'm considering moving to 3D but don't want the overhead of the Unity engine due to it just being a hobby project...

I guess my question is this if I make a game that I gradually add to the over the years will the Copper Cube engine hold up? Not worried graphically but my fears are that I've heard peoples engine starts going slow when you start adding multiple scenes etc...

Is the only way to avoid this to import CCB files/exes on the fly and design the game like that or can I design the game in one exe and keep adding to it? Don't want loads of assets in the world at once but also don't want to have to stop working on my game just because the engine fails to keep loading my data or deletes scenes etc...

Any thoughts from experienced users please? :)

Thanks.


veganpete
Registered User
Quote
2020-10-20 09:33:58

Depends on several factors but all Engines will suffer the same problem (unless you procedurally generate the assets dynamically).

Coppercube's overhead is tiny though so you're correct in thinking that it's better suited to your needs than other 3D engines.

You can of course split the scenes and link them together. If you intend to use one scene and build it up to an epic game, to reduce memory usage, I would recommend using low-poly 3D assets with low-resolution textures, PCM 16Bit mono audio samples.

In simple terms, the more polygons, textures and audio samples you use in a scene/game, the more processing of memory it will require.

Textures can be swapped with a single click, audio is easy to downsample - so they can be replaced (upgraded/downgraded) at any time. 3D assets (static models and animations) can also be swapped out.

With careful planning, you can definitely get a decent looking low-poly, low-res, low-sample-rate game with very low overheads and a HUGE amount of content.

Also depends on your target device. My 16GB RAM laptop is nicely handling a single scene with several animated A.I. actors, an animated player, some dynamic lighting, an animated terrain, simple gravity and collision, several particle systems (smoke/fire), several follow-paths, some animated billboards and well over 1million polygons with high resolution textures, some transparent layers and around 20 audio samples @16Bit mono.

The enemy A.I. chases and attacks the player and the player can shoot the enemies with projectiles. The resulting game.exe file is currently 262MB when published. Showing no real signs of struggling yet - it seems to be a very capable and reliable engine.


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "Intern?tional" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact