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SonicGDK 1.1 - With delicious 2.5D/3D physics inside!

#946 User is offline Raz 

Posted 30 August 2012 - 10:53 AM

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Hey I'm having trouble with extremely high cpu usage on idle- I've turned off realtime (the joystick) unchecked all the postprocessing and lightmass boxes under view > world properties- but still I have a 4-core processor with 37% being used when the scene is completely empty and just opened. Has anyone experienced this?

#947 User is offline Xaklse 

Posted 31 August 2012 - 12:16 PM

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I have a Core i7 930 (4-core), only one core reaches the level of usage you mention, the others are idle.

#948 User is offline Raz 

Posted 31 August 2012 - 12:27 PM

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Huh I guess its normal... I thought I had it solved a while back, but that was the GPU going nuts, had to turn off realtime fps.

Though if anyone does know a way to bring the blank scene down a few ticks, that'd be appreciated.

#949 User is offline Azu 

Posted 01 September 2012 - 09:18 AM

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#950 User is offline Xaklse 

Posted 02 September 2012 - 03:55 PM

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May I suggest you adjust the scale of the whole level?

It's nice to see Planet Wisp with this kind of atmosphere, good work.

#951 User is offline Azu 

Posted 02 September 2012 - 07:10 PM

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I actually compared the level how it looks in Sonic Colors.I use a screen shot a Sonic model imported from Generations and scaled it down until it looked right.
This post has been edited by Azu: 02 September 2012 - 07:11 PM

#952 User is offline P3DR0 

Posted 02 September 2012 - 08:02 PM

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Besides the springs, I'm pretty sure that the scale is almost right (could use a bit of downscaling yeah, but just a bit). I mean, we can't forget that Sonic isn't tall at all.

Oh yeah, Chishado posted a cool video recently:


Besides the lighting and the Unreal Tournament objects, looks pretty neat if you ask me.

#953 User is offline TheKazeblade 

Posted 02 September 2012 - 09:19 PM

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I love seeing these projects getting some very cool level design introduced! However, it still is difficult for me to really want to play any of what's going on here, though because of the camera, floatiness and Sonic's extremely loose low-maneuver handling. Is there anything that can be done by the individuals that are making projects in this engine to change and improve these elements?

#954 User is offline Aerosol 

Posted 02 September 2012 - 09:27 PM

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Silly question. Of course there is! UDK is open source!

#955 User is offline Raz 

Posted 02 September 2012 - 10:20 PM

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Hey, how did you get the rings to be generated along the spline path, and what are those camera's for?
This post has been edited by Raz: 02 September 2012 - 11:05 PM

#956 User is offline Chimera 

Posted 02 September 2012 - 11:03 PM

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View PostAerosolSP, on 02 September 2012 - 09:27 PM, said:

Silly question. Of course there is! UDK is open source!


Unfortunately wrong, since TEEEEECHNICALLY UDK free doesn't have the source code, however it DOES have a bunch of unrealscript files that control some in-game aspects and references for creating actors and modifying physics data.

Nitpicking aside, modifying SGDK to improve it is totally possible, and Azu and I are planning on doing so... Correct me if I'm wrong but Xak might be as well ;P

Keep in mind good controls can make or break a game, but level design can as well.

#957 User is offline Aerosol 

Posted 02 September 2012 - 11:04 PM

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Whoops, I meant GDK.

#958 User is offline Andrew75 

Posted 03 September 2012 - 10:30 AM

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View PostChimera, on 02 September 2012 - 11:03 PM, said:

View PostAerosolSP, on 02 September 2012 - 09:27 PM, said:

Silly question. Of course there is! UDK is open source!


Unfortunately wrong, since TEEEEECHNICALLY UDK free doesn't have the source code, however it DOES have a bunch of unrealscript files that control some in-game aspects and references for creating actors and modifying physics data.

Nitpicking aside, modifying SGDK to improve it is totally possible, and Azu and I are planning on doing so... Correct me if I'm wrong but Xak might be as well ;P

Keep in mind good controls can make or break a game, but level design can as well.


What aspects of the gameplay will you be improving ?

#959 User is offline Covarr 

Posted 03 September 2012 - 02:07 PM

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View PostP3DR0, on 02 September 2012 - 08:02 PM, said:

Oh yeah, Chishado posted a cool video recently:


Besides the lighting and the Unreal Tournament objects, looks pretty neat if you ask me.

This level design is really wonky. It's like he was trying to do multiple paths, but instead just made a whole bunch of ways to take the same path. In real life, that'd be like putting three onramps side-by-side that merge together and enter the same highway.

#960 User is offline Xaklse 

Posted 03 September 2012 - 02:57 PM

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View PostTheKazeblade, on 02 September 2012 - 09:19 PM, said:

I love seeing these projects getting some very cool level design introduced! However, it still is difficult for me to really want to play any of what's going on here, though because of the camera, floatiness and Sonic's extremely loose low-maneuver handling. Is there anything that can be done by the individuals that are making projects in this engine to change and improve these elements?
Yeah, you can change the code or you can just change lots of available values through the game editor.

View PostRaz, on 02 September 2012 - 10:20 PM, said:

Hey, how did you get the rings to be generated along the spline path, and what are those camera's for?
"SGDK Spline Actors" can automatically create objects along the path.

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