Tuesday 3 September 2013

Tuesday Thoughtlings

Big Thoughts

Today I sketched out and began the proposed integration of all the main modules created so far into a single engine application. Perhaps the most significant factor in the final integration is the removal of the segment system as we know it.  As we explored the final shape of the software during our meeting yesterday, we realized that the grid system of editing buildings is rather antiquated and forces the user into creating very blocky and right-angle structures.  If Reloaded is to fulfill it's potential, we need to ensure that every element of the game creator produces the best results.

To that end we have sketched out a new system which will allow buildings to be dropped into the level instantly, and dynamically customized through real-time geometry generation.  This would allow buildings of any size and specification to be formed, rotated and placed throughout the level with the minimum of fuss and the maximum of flexibility. This would include doors, windows, floors, roofing and the usual subtle details that make the shell of the building.  From this shell, custom textures and shader effects can be applied to each material element to create highly bespoke structures that will look substantially better than the Borg cube buildings we have come to expect from FPSC Classic levels :) Everything else is added in the usual way through static and dynamic entities to create the furniture, fixtures, scenery elements and augmentations such as light switches, signs, lights and more.

Anyone who has used the segment editor for larger constructs like cathedrals, Dwarven halls and especially outdoor structures will sympathize with the limits of the 100x100x100 segment system, especially when piecing together sometimes upward of 30 segment pieces to construct a unique building. Rather that preserve the legacy that segments left us, an idea was born to re-imagine how buildings could be created that is both quicker and more flexible. Details on specifically what level of control we will gain remains to be drafted out, but the general consensus is that we should loose none of the capabilities segment painting provided FPSC such as drawing out buildings and editing on multiple levels.

Better Performance, Less Memory

This decision also improves the performance of the engine be vastly reducing polygon counts, with the byproduct that less memory is required to store them. Where an FPSC Classic building would typically need 24 polygons per 100x100 wall segment, the new real-time building would only require 12 for an entire face of wall, whether it be 100x100 or 1000x500.

Another bonus is that rather than have performance hungry processes to analyse the segments placed and produce physics, AI obstacles and geometry buffers from them, the new system will have these elements built-in which means pressing the 'big green button' to test your game will be instant as intended.

Segments vs Buildings

The real questions of which is better is theoretical at the moment, and I join many supporters of the segment system who believe it created a unique and easy to use method of building worlds. The intent is to reproduce all of these attributes, and also go places segments could never go. By dropping them now, before we invest any more time to them, will mean more energy put into building a system suitable for a 2014 game maker.  

More details on the specific features of the building maker will follow, starting with sketches and ideas, conversations through this blog and eventually some prototypes as proof of concept. To get an idea what the final building might look like, you need look no further than the 'combat super building' featured in the last round of screenshots. This is our template for everything a building might need, from walls and floors, to stairs, ladders and beyond.

Signing Off

As I hinted at yesterday, this week is about integrating the modules into a single application now to make sure all the preliminary pieces fit, the overall memory usage is predictable and most importantly, that the performance ticks along at 60 fps on my 'not very monster anymore' PC. I have a few Ultrabooks on standby to make sure Reloaded runs okay on decent laptops as I am sure I will be on more than a few roadshows demonstrating this product to journalists and interested parties throughout 2014.  I don't fancy tugging around a Tower PC with me (like the old days) and it's always good to aim for low spec when producing software as it keeps one honest.

Sorry if this development is turning into a complete re-write of the entire engine, but the more I work on it and play modern games, the more I am inspired to produce the best game creator possible.  The latest demo plays pretty good, and running around a gorgeous landscape, sniping characters that don't just stand there is pretty neat!  More visuals later this week!

24 comments:

  1. (Sorry if this development is turning into a complete re-write of the entire engine)I think most people thought this would happen,it just sounds better & better.If all this takes a little longer it will be worth the wait.

    Dave

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  2. I applaud the idea of expanding the system, but think many users would be loath to lose the segement system completely for some internal strutures, for many reasons, but not least it's ease of use. Also, even modern games have 'inside maps' that aren't much different from those in FPSC classic. Providing quick loading can be achieved, the idea of being able to enter a 'bunker', walk around and then get back into the outside world would be truly a step forward.

    Maybe I've misread, but surely dropping pre-designed buildings onto the map will push more work onto the modeller and take away from the average user? One of the real benefits of FPSC was and still is the current segment system. Maybe if the segemnts could be built and grouped and then dropped in as a building (and rotated to suit) it would be pretty amazing.

    Also, it would be a massive shame to lose the 1000's of segments people will have from model packs and other sources.

    However, for the outside world, a new system would be great.

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  3. Well this is certainly a most unexpected surprise. I look forward to what is in store for this new building system.

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  4. While we are on the subject of mapmaking, I recommend checking out the new map maker for the upcoming Everquest Next called Landmark which uses Voxel technology. It looks like it will be the next-gen mapmaker. Check it out, maybe it will give you some ideas.

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  5. I think it's a great idea..go for it!!
    - Mads ;-)

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  6. Im good to lose segments and I can wait and read more blogs and as long as you don't sacrifice any game content or graphics for the spectrum 48k users out there all is good. When will the release be aiming for?. So I say rewrite make a corker engine add the sky and day night cycle and give us the biped for our models ;)

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  7. I think this is a good move. Segments are great for building inside levls, but SO wasteful for building larger areas, which seems is the goal for Reloaded. I just know from experience that trying to make a believable building out of 100x100 pieces is very hard, uses too many polygons, and is just tough to make look good without noticeable texture repetition. This really unshackles the model maker and will lead to more realistic levels.

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  8. With the removal of segment system how can be possible to build inside levels? If i want to build a huge base, without going outside or use the terrain system, how can i do it withoit segments? And most important question, is still possible to create a variety of games with fpsc:r and not only a "shot the terrorist that hide behind a hill or a little building" game? Excuse me but i will do a sci-fi game and actually i cant see how the terrain system and the removal of segment system could help...

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  9. I totally agree with the removal of segment system. I know some people find it easy for use, however, if a person who trully wants to make a game in FPS Creator, now how hard is and that if forces you to stretch to the segment size fit, wich means, it limits your creativity. I know this may benefit people who have some experience in a 3d modeler software, and the folks who don`t have experience to model a scenery inside a 3d software, may suffer a bit. However, analyzing by other point of view, this opens infinite doors, because, in example, you can download a lot of free 3D building models on internet, and just throw them inside fpsc, and see everything working like a charm!

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  10. I also agree. Segmented levels never impressed me and I always wanted to build my own worlds and not repetitive blocky looking corridors. This is what always put me off the original FPSC. Thumbs up for map design freedom.

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  11. yes, i m sorry very much for the segment. i have over 1000 segment and this is for me is a sad story... but in fact... maybe is better. or maybe in the future there's a program who can convert the segment in a entity and maybe put inside the reloaded as a entity. maybe it's a my idea. i don't know if there's a system to imported. i hope the entity are compatible with the new fpscr, but if they're not.... well,so i disapprove really. because the old model pack? what happened? only the beautiful model pack can upgrade? naaah... much money we loose... well see anyway :) good work lee :) keep on this way :) we see when has release reloaded :)one way we can find i'm sure :) i'm trusted in this new fps creator :)

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    1. Dear Friend,

      In fact, is very, very easy this. Because segments are made of meshes, x-files, sou is very easy you don`t need even a program. Just go for the segment folder (mesh bank), copy the x-file to the entity bank, and create a new fpe file and use it as an static entity.

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  12. As an idea, when constructing buildings, as you paint them in you can chose a mode (much like pressing 'b' in FPSC classic; fine, chunky, per segment) that in segments constructs buildings. I say this so you can easily create a rectangle building, with say even spaces on either side of a door, or, aligned buildings etc. But it would of course need to be toggle-able.

    Just a suggestion, I don't even know if that's how the design function would work anything close to.

    And also, referring to the possible loss of segments, when it comes to walls, couldn't the texture just be taken from and used in FPSCR?

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  13. Wait... how will this actually work?? Can we still create long corridors and sci-fi space ships just as quickly? I'm utterly terrified that FPSC will be ruined by this. I REALLY do NOT want to have to create my levels in a 3D modelling program! I also do NOT want to rely on model packs to give me new building designs! BAAAAAAAAD! Incredibly fast level creation was pretty much the thing I loved most about FPSC. I HATE the idea of pre-designed buildings with pre-set details. That sounds like a REALLY bad idea.

    That's not to say I dislike the idea of greater freedom in level design; I think that's for the best. But for goodness' sake, don't just go ripping out the segment system before explaining your plans in detail and getting our opinion!!

    Please don't ruin FPSC...

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  14. I'm confused and a bit worried... can we actually have customized halls and such? by the sounds of it, everyone's game will look the same unless they have spent many months making a models hallways and interiors which i really dont have time for. I'd rather make floors, walls and ceilings than an entire building.

    I don't know if I'm just picturing this incorrectly but I don't think this is the proper move. I could be wrong?

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  15. Didn't Lee say he was still sketching out ideas for this new system? If so we shouldn't be jumping the gun here and let him show what he has come up with first before we criticize anything. Have faith and lots of patience, I'm certain this is all going to be for the betterment of the product.

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  16. As it's a fundamental shift in the way FPSC structures are created, I will prepare a sketch of my idea for Wednesday's blog, so you have a better idea what I am planning. It's pretty exciting actually, and will allow you to create everything you could with the old segment editing system, and then it goes into overdrive with what new things are possible. Wait for this evenings blog, then we can comment the smeg out of it :)

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    1. So this means we can restructure building / levels as we want them (ala segments) and are not restricted by how a building model is shaped?

      If so then I look forward to it. :)

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    2. Yes indeed. My sketch in Wednesdays blog will reveal all :)

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    3. Ok, ok...I'm still terrified that it'll ruin FPSC, but at the same time I'm slowly becoming more and more excited about the possibilities for a more flexible level-building system.....just as long as it's not horrible to use; if takes more than twice as long to create levels as it did with the segment system, I'll start to worry.

      I'm also rather excited that it will improve performance....that's always a big plus!

      Either way, just because you referenced Red Dwarf, I'm going to leave any more comments 'til tomorrow :)

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    4. Two people commented while I was still writing my comment. Grr. So...the buildings won't be too pre-set then....hmmm....could be really awesome. Can't wait for tomorrow's blog (I'm in Australia so it's 7:44pm Wednesday here, and because you program 'til the wee hours of the morning, I have to wait until morning/afternoon of the next day before I get a blog post!).

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    5. Surely your decision is the best decision and it will improve fpsc:r, i firmly belive this! i was a bit terrified that with this decision , but let's see how things are going. I'm waiting for wednesday's blog :)))

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  17. Personally I think this.move is good. The segment system, while.easy to use, made generally ugly levels.

    Having a separate building maker tool and then dropping your custom building into your level is a much better.idea that will allow us to create natural looking levels.

    I agree we need to somehow be able to convert the segment collection into this building maker as the segments are valuable assets to FPSC. But on the whole I feel this new path is better for us.

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  18. Personally I have some reservations and agree with Clonkex in the thrust of some points at the moment.

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