GRAV
GRAV > General Discussions > Topic Details
Klipwc Aug 6, 2015 @ 6:25am
Project Citadel - Day 1
As I have mentioned about it serval times before, Project Citadel is a full city project and its meant to be a true free runner track. The primary design is based on Hangsha of dues ex.

Every building here will be unique, and everything will come together as the largest *and only* free run track in GRAV. Where point A to point B travel isnt just a simple path, you get to chooese how you want to get there. Think Project Freerunner, except on a far greater scale.
In case you dont know - Project Freerunner
http://steamcommunity.com/sharedfiles/filedetails/?id=487682283
A combined effort by the peeps of Asia PvP 01, this is the largest *and probably best* building project undertaken. Pior to the start of Project Citadel, alot of problems hampering its construction were thought through over quite some time, and the last was finnaly broken through two days ago. It is now completely possible to construct Project Citadel.

Will be marking our progress every day and this building project is expected to take 2 - 3 weeks to complete.

Also as a bonus. I am annoucning the final piece of the puzzle along with Project Citadel. I found it while considering the fundamental problem preventing Project Citadel's construction, how will I support the 2nd layer of buildings? The method revealed here will revolutionize building in GRAV forever.


Pre-Day 1.
The final piece of the puzzle. How does one construct a building that floats?
http://steamcommunity.com/sharedfiles/filedetails/?id=493713324
Answer: Just remove the darn walls.
http://steamcommunity.com/sharedfiles/filedetails/?id=495059096

Project Walker was constructed to test and pioneer this.
http://steamcommunity.com/sharedfiles/filedetails/?id=494310611
http://steamcommunity.com/sharedfiles/filedetails/?id=494310849
This is not a bug. You need to keep the invisible walls shielded, if you build floating bases too high and leave the invisible rooms unshielded?, Get ready for decay to tear your base a new one. Now.... someone get out there and build a UFO!!


Project Citadel - Day 1
Planning finnaly lifted off the ground, now constructing the base of the city.
http://steamcommunity.com/sharedfiles/filedetails/?id=494974166
Base completed, moving on to entrance of city
http://steamcommunity.com/sharedfiles/filedetails/?id=495047030
Rough Design of city entrance done
http://steamcommunity.com/sharedfiles/filedetails/?id=495046784
Main roads completed, day 1 progress ends here.
http://steamcommunity.com/sharedfiles/filedetails/?id=495046851
Last edited by Klipwc; Aug 6, 2015 @ 7:21am
< >
Showing 1-6 of 6 comments
3DSax Aug 6, 2015 @ 8:49am 
This beautiful monster of a build is going to shred peoples fps haha:P
Klipwc Aug 6, 2015 @ 8:50am 
Originally posted by Sarcasm:
This beautiful monster of a build is going to shred peoples fps haha:P

Its being accounted for... hopefully.... Considering I am running on a laptop as well it wont end up to be a monster FPS killer so no teleporter or spotlight spam. [ Although I wish I could get a few in there ]
3DSax Aug 6, 2015 @ 5:09pm 
Originally posted by Klipwc:
Originally posted by Sarcasm:
This beautiful monster of a build is going to shred peoples fps haha:P

Its being accounted for... hopefully.... Considering I am running on a laptop as well it wont end up to be a monster FPS killer so no teleporter or spotlight spam. [ Although I wish I could get a few in there ]

I think occlusion culling would be a good way to optimize objects that aren't in the scene so that the renderer has to do less work. That way monolithic builds would be more viable and healthy for a server and people on low/mid or even high end systems wouldn't really suffer insane dips in FPS because of high object/particle counts.

With that many objects and then taking into fact that the shielded object shader will be on all of them I think regardless of Lights or Teleports it will still shred. Although I'm not actually too sure how on how UE3 renders crap so what I said may not even matter haha:P

Anyway, I hope it turns out amazing! I might actually decide to suffer with a god awful ping and come on Asia PVP just to check it out :)
bitmonster_matt  [developer] Aug 6, 2015 @ 6:14pm 
Originally posted by Sarcasm:
Originally posted by Klipwc:

Its being accounted for... hopefully.... Considering I am running on a laptop as well it wont end up to be a monster FPS killer so no teleporter or spotlight spam. [ Although I wish I could get a few in there ]

I think occlusion culling would be a good way to optimize objects that aren't in the scene so that the renderer has to do less work. That way monolithic builds would be more viable and healthy for a server and people on low/mid or even high end systems wouldn't really suffer insane dips in FPS because of high object/particle counts.

With that many objects and then taking into fact that the shielded object shader will be on all of them I think regardless of Lights or Teleports it will still shred. Although I'm not actually too sure how on how UE3 renders crap so what I said may not even matter haha:P

Anyway, I hope it turns out amazing! I might actually decide to suffer with a god awful ping and come on Asia PVP just to check it out :)
The game already does not render occluded objects. Thing you have to remember is that many rooms are transparent (glass) or have gaps (windows, doiorways) which prevent occlusion of objects.

Also, rendering costs are not 100% of the picture. The game thread (on CPU) has to do work to figure out what should be rendered in the first place, and when the actor counts get high enough this is a significant cost.

PS Shield object shader is free (0 cost) on modern GPUs.
3DSax Aug 7, 2015 @ 4:06am 
Originally posted by bitmonster_matt:
Originally posted by Sarcasm:

I think occlusion culling would be a good way to optimize objects that aren't in the scene so that the renderer has to do less work. That way monolithic builds would be more viable and healthy for a server and people on low/mid or even high end systems wouldn't really suffer insane dips in FPS because of high object/particle counts.

With that many objects and then taking into fact that the shielded object shader will be on all of them I think regardless of Lights or Teleports it will still shred. Although I'm not actually too sure how on how UE3 renders crap so what I said may not even matter haha:P

Anyway, I hope it turns out amazing! I might actually decide to suffer with a god awful ping and come on Asia PVP just to check it out :)
The game already does not render occluded objects. Thing you have to remember is that many rooms are transparent (glass) or have gaps (windows, doiorways) which prevent occlusion of objects.

Also, rendering costs are not 100% of the picture. The game thread (on CPU) has to do work to figure out what should be rendered in the first place, and when the actor counts get high enough this is a significant cost.

PS Shield object shader is free (0 cost) on modern GPUs.

Eyy thanks for clearing that up! It's nice to get a response like that with useful information, since I plan on going into the industry as a 3D Artist and in University I'll be using UE, not sure which version (Most likely 4) so thanks:P
Klipwc Aug 12, 2015 @ 1:16am 
Work for citadel on hold for a few days, some people busy for about a week or so, and I did like us to make this together : P

In return... Gonna make some bases while waiting
*quick tease* will make a post later.
http://steamcommunity.com/sharedfiles/filedetails/?id=498442560
< >
Showing 1-6 of 6 comments
Per page: 15 30 50

GRAV > General Discussions > Topic Details
Date Posted: Aug 6, 2015 @ 6:25am
Posts: 6