Author Topic: Sonic Z-Treme  (Read 24288 times)

corvusd

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Re: Sonic Z-Treme
« Reply #165 on: March 07, 2018, 09:15:09 pm »
You mean with the Jo Engine functions?
I think it's just how it reads one sector (2048 bytes) at a time and puts it in a buffer.
I just transfer everything right into memory without any intermediate buffer.
As you can see, the loading is super fast.
I could work hard to make it load 1 or 2 seconds faster, but it's not worth the extra work I think since it's super fast already.

For the mipmapping, I don't generate the texture now if the 2 quads are too different. It increases the geometry, but it looks much better.
Well, I don’t know is Johannes implemented some function to help to debug specify in this part of pipeline rendering... For the SGL/SDK well, is possible... I remember some documentation for debug things... but I don’t know if are useful for that.
For your load implementation is absolutely great. By my point of view, You don't spend more time in this. Load very very fast! :D
For the new quad generation, is interesting the exception that you added in your function to draw yours LODs. Very smart indeed. ;)
Congratulations again! :)
Next big step in your TODO list?
« Last Edit: March 07, 2018, 11:42:20 pm by corvusd »
David Gámiz Jiménez

XL2

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Re: Sonic Z-Treme
« Reply #166 on: March 07, 2018, 09:17:48 pm »
My big next things :
-Custom view frustum culling function
-PVS and/or portals!
-Improve the collision detection
-Add basic ennemies/shooting collision
-Add (maybe) splitscreen  -done

(Don't mind the Sonic face, it's just a placeholder)
« Last Edit: March 08, 2018, 04:17:49 pm by XL2 »

corvusd

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Re: Sonic Z-Treme
« Reply #167 on: March 08, 2018, 07:13:31 pm »
My big next things :
-Custom view frustum culling function
-PVS and/or portals!
-Improve the collision detection
-Add basic ennemies/shooting collision
-Add (maybe) splitscreen  -done

(Don't mind the Sonic face, it's just a placeholder)

Guau!! Already you have the split screen!! +1400 quads in screen? At 30FPS! Amazing job! :D
David Gámiz Jiménez

itsstillthinking1999

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Re: Sonic Z-Treme
« Reply #168 on: March 15, 2018, 04:10:42 am »
My big next things :
-Custom view frustum culling function
-PVS and/or portals!
-Improve the collision detection
-Add basic ennemies/shooting collision
-Add (maybe) splitscreen  -done

(Don't mind the Sonic face, it's just a placeholder)

Thats going to haunt my nightmares!

Anyway keep up the amazing work! ;D

corvusd

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Re: Sonic Z-Treme
« Reply #169 on: March 15, 2018, 08:47:05 am »
Wipeout 1 had LOD system. Look this blog post is very good detailed. http://phoboslab.org/log/2015/04/reverse-engineering-wipeout-psx

Greetings!
David Gámiz Jiménez

Joeveno

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Re: Sonic Z-Treme
« Reply #170 on: March 19, 2018, 11:47:55 pm »
Hello! it's me again :D
I have another suggestion :)
Would be possible to port the levels from BUG! or BUG TOO! to the game and make some changes like adding loops or some slopes around the map and changing textures to something Sonic-ish? I think it would help in this project, because BUG! is very similar to the X-TREME concept :D
Cheers!

XL2

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Re: Sonic Z-Treme
« Reply #171 on: March 20, 2018, 12:08:09 am »
Unless you have the actual 3d format (that you can read on a pc) of the maps, no. I don't think anybody ever bothered to rip those as the game wasn't that good.

itsstillthinking1999

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Re: Sonic Z-Treme
« Reply #172 on: March 20, 2018, 12:14:24 am »
My guess is that it would not be that hard to recreate as all the levels are are a bunch of blocks

XL2

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Re: Sonic Z-Treme
« Reply #173 on: March 20, 2018, 12:18:26 am »
You are right. But would anyone want to bother doing that?

Joeveno

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Re: Sonic Z-Treme
« Reply #174 on: March 20, 2018, 01:01:50 am »
I think that recreating them would be cool as unfortunately I don't have the 3D models :/
It would help to have some defined level design for each act, just receiving some slight changes to a Sonic-ish level like slopes or loops.
Thanks for Answering :D cheers!

XL2

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Re: Sonic Z-Treme
« Reply #175 on: March 20, 2018, 02:31:45 am »
While I'm not ditching the X-Treme formula, I'm moving toward Sonic Jam-type  (or Project Condor) levels, so I don't want to spend too much time on creating "blocky" levels.
I'm slowly resuming work on Sonic Z-Treme, so sadly I have no idea when it will be ready, but I want to show my next version at SAGE 2018, so hopefully I'll have something nice to show by then.

SkimmingSanshiro

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Re: Sonic Z-Treme
« Reply #176 on: March 20, 2018, 02:33:05 pm »
That sounds awesome. I love the Jam level and feel, really makes you think Sonic Adventure Saturn could of been possible.

While I admire XTreme blocky level and uniqueness to the time,  jams style is just downright impressive to look at on a Saturn.

XL2

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Re: Sonic Z-Treme
« Reply #177 on: March 20, 2018, 05:52:57 pm »
I will keep the X-Treme levels, so I'm not ditching the formula. But I will add more open levels, if I can make it work well with the current physics.

Joeveno

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Re: Sonic Z-Treme
« Reply #178 on: March 20, 2018, 05:59:27 pm »
Hello! wow, the idea of Jam styled levels is magnificent! they were really advanced and look extremely modern! it certainly will take the Saturn to its limits :D
And I have one more question, what do you think about a smooth rotating camera? something like the analog mode from Robo Blast 2?
Cheers :D

XL2

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Re: Sonic Z-Treme
« Reply #179 on: March 20, 2018, 06:09:50 pm »
I don't know about Robo Blast.
I will probably just allow free rotating camera with analog controls and keep the 90° rotation on digital control.

 

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