re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
its this project is dead?
re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
No, still working on it, doing a lot of optimization and improvements for Android, so it will works perfectly.
I am working 24/7 on it.
re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Hello SirMaster if you remember me, with your help for me and Hermex with decompile gs90 and 6.3 servers.
Really ? why you working with that "crap" sources like wz client, really it was easier to write using modern engines like Unreal Engine or etc ?
ps : it's my opinion
xD
re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
Crazzy
Hello SirMaster if you remember me, with your help for me and Hermex with decompile gs90 and 6.3 servers.
Really ? why you working with that "crap" sources like wz client, really it was easier to write using modern engines like Unreal Engine or etc ?
ps : it's my opinion
xD
Hello, I do remember a little, about your question, I don't use anything like wz client, that is what people keep saying, however the entire Elion client is based on my own Game Engine, which is extremelly optimized for this kind of games, that is the reason why I don't use Unreal Engine, or Unity, or any other Game Engine, there is nothing that my Engine can't do compared to Unreal Engine for example, and since it is optimized for my project, the performance is even higher than Unreal or Unity, that was the idea since the begin :):
re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
the performance is even higher than Unreal or Unity
Oh, we'll see about that :cool: @supron
re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
Bigman
Oh, we'll see about that :cool: @
supron
I'm also eager to see the remake by @supron. He mentioned it a long time ago.
To be honest - if any remake will reach normal game FPS the further performance won't matter anymore.
What will matter is if the creators of the remake will be able to create something that MU Legend didn't become (feature wise) and that they will be able to execute it well enough for the remake to gain traction (either through the creators server or by commercializing files themselves).
Only time will tell who's going to make the best execution that would be able to compete with normal private servers.
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
myheart
Share db please?
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
myheart
This is something else, right?
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
bramdebouvere
This is something else, right?
Yes, not related to Elion at all.
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
SirMaster
Hello, I do remember a little, about your question, I don't use anything like wz client, that is what people keep saying, however the entire Elion client is based on my own Game Engine, which is extremelly optimized for this kind of games, that is the reason why I don't use Unreal Engine, or Unity, or any other Game Engine, there is nothing that my Engine can't do compared to Unreal Engine for example, and since it is optimized for my project, the performance is even higher than Unreal or Unity, that was the idea since the begin :):
Game engine is just "shell". It doesn't matter if it's unity, unreal, or any custom home-made engine. Unity is designed to be fast prototyping engine but lacks performance "by default". However, you can use some low level tricks to achieve outstanding performance. This engine has great systems to cull scene and render objects very efficiently. In example, we use static batching for non animated objects and instancing for animated. We removed original animatior component form objects, and I wrote GPU animation shader. Animation is baked into half floating point 2D texture (3 pixels per one matrix). This texture is used by vertex shader to animate the object. With this trick we can use instancing for animated objects. Draw calls are reduced dramatically. Some screenshots of map rendering performance (i7-6700 + nvidia 1070). Game is compiled with il2cpp, and Vulkan backend:
grass (>300 fps)
https://www.screencast.com/t/RzbrXNzpos
devias with shadows (~500 fps):
https://www.screencast.com/t/2x65FtV3oZD
same devias scene, low details, without shadows (>800 fps):
https://www.screencast.com/t/cII9MykPwHf
whole lorencia map (~300 fps):
https://www.screencast.com/t/eUlbK4pv
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
supron
Game engine is just "shell". It doesn't matter if it's unity, unreal, or any custom home-made engine. Unity is designed to be fast prototyping engine but lacks performance "by default". However, you can use some low level tricks to achieve outstanding performance. This engine has great systems to cull scene and render objects very efficiently. In example, we use static batching for non animated objects and instancing for animated. We removed original animatior component form objects, and I wrote GPU animation shader. Animation is baked into half floating point 2D texture (3 pixels per one matrix). This texture is used by vertex shader to animate the object. With this trick we can use instancing for animated objects. Draw calls are reduced dramatically. Some screenshots of map rendering performance (i7-6700 + nvidia 1070). Game is compiled with il2cpp, and Vulkan backend:
grass (>300 fps)
https://www.screencast.com/t/RzbrXNzpos
devias with shadows (~500 fps):
https://www.screencast.com/t/2x65FtV3oZD
same devias scene, low details, without shadows (>800 fps):
https://www.screencast.com/t/cII9MykPwHf
whole lorencia map (~300 fps):
https://www.screencast.com/t/eUlbK4pv
Good job, liked it, but still same my answer, there is still a lot of reasons why I didn't use Unity or Unreal, and it is related to performance, it isn't only about graphics API calls, but still about a lot of things, like for example cache friendly, when you work with a game engine, you are forced to work with its methods, that means you will need to handle everything on their way(look at Unreal Engine source code on github), it isn't only about how you handle the rendering calls exactly, but the whole structure, you will be able to see it by yourself on future when Elion is ready.
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Guys please stop making this an argument like Windows vs Linux, Tabs vs Spaces, Android vs iOS... Any modern engine that will play at native monitor resolution (60hz, 144hz etc.) will do. No one cares if the engine handles the game at 300 or 340 fps as it doesn't matter to the end user.
What matters is your whole concept for the game. How it all fits together. What is the execution. @supron what is your product roadmap? @SirMaster what is yours?
Will the readers of this topic have a chance to play your creations on a higher level than just a demo?
Re: [Development] Mu Client Re-Make Season 6 Episode 3 DirectX 11
Quote:
Originally Posted by
marecznyjo
Guys please stop making this an argument like Windows vs Linux, Tabs vs Spaces, Android vs iOS... Any modern engine that will play at native monitor resolution (60hz, 144hz etc.) will do. No one cares if the engine handles the game at 300 or 340 fps as it doesn't matter to the end user.
I'm just trying to tell that it doesn't matter if you use unity, unreal or any other engine.
Quote:
Originally Posted by
marecznyjo
What matters is your whole concept for the game. How it all fits together. What is the execution. @
supron what is your product roadmap? @
SirMaster what is yours?
Will the readers of this topic have a chance to play your creations on a higher level than just a demo?
We changed our concept entirely. In the beginning, we tried to load original MU Data folder, but we had problems with map modifications. Currently, we converted all maps to *.unity scenes. It's faster and uses fewer resources. I'm too busy with my main job. @Bigman is pushing this project forwards more than me.