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Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game) AXSX New Years Video 12-31-2012! ! ! Happy new year!

#31 User is offline Andrew75 

Posted 01 March 2010 - 05:10 PM

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QUOTE (Xaklse @ Mar 1 2010, 12:53 PM)
You're welcome.


Looking at black background: around 65 FPS.
Looking at grass: around 35 FPS.

My specs: WinXP, Core2Duo 2GHz, 2GB RAM, Nvidia 8600M GT (256MB).

Hnmm,,, thats not good, we will have to do a real grass shader (since this one was made with geometry and lots of huge texture maps and the poly-count its pretty up there,
It also uses transparencies on each level of geometry,,,which really eats away at performance. not to mention its made with Game maker.
Most everyone we gave the test to get an average of between 150 and 300 FPS.
I get a steady 999 fps over here, facing at the grass.^__^


QUOTE (nineko @ Mar 1 2010, 01:08 PM)
QUOTE (Andrew75 @ Mar 1 2010, 06:37 PM)
Thx for letting me know about the 404 errors, maybe imagshack has some problems ??
The problem is that there is a wordfilter on this forum, so the lowercase I always gets turned to an uppercase I, therefore breaking all your image URLs which contain an I in the path.

Thanks...

#32 User is offline HighFrictionZone 

Posted 02 March 2010 - 10:55 PM

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Not that it means much, but I get a nice 16 FPS when staring at the grass (30 or thereabouts when staring off at the void)

Relevant PC Specs:
Processor : 2x Intel® Pentium® Dual CPU T2370 @ 1.73GHz
Memory : 3105MB (1234MB used)
Operating System : Debian GNU/Linux squeeze/sid
OpenGL Renderer : Mesa DRI Intel® 965GM GEM 20091221 2009Q4 x86/MMX/SSE2

Oh yeah, I was running the demo under WINE on linux. Overall, I was impressed that it ran at all - generally things I get off the internet don't run very well under WINE.

#33 User is offline Andrew75 

Posted 03 March 2010 - 01:37 PM

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Started on Palm tree panic zone a few days ago.,
While molding out the level's detail into 3D,,,,The 2D shapes that make up Palmtree panic are very awkward and don't quite make since when thinking about it as being 3D.
Probably the most challenging of any sonic zone I've encountered so far.
It is very difficult trying to keep all the contours for the walls, and retaining proper lighting lighting and shadowing the same between 3D and 2D views.
I've experimented around with it and it seems it is feasible,
although the final 3D result may look a bit out of place.

(WIP)


By tuxmask75 at 2010-03-03
This post has been edited by Andrew75: 03 March 2010 - 01:53 PM

#34 User is offline Xeniczone 

Posted 03 March 2010 - 02:21 PM

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QUOTE (HighFrictionZone @ Mar 2 2010, 10:55 PM)
Not that it means much, but I get a nice 16 FPS when staring at the grass (30 or thereabouts when staring off at the void)

Relevant PC Specs:
Processor : 2x Intel® Pentium® Dual CPU T2370 @ 1.73GHz
Memory : 3105MB (1234MB used)
Operating System : Debian GNU/Linux squeeze/sid
OpenGL Renderer : Mesa DRI Intel® 965GM GEM 20091221 2009Q4 x86/MMX/SSE2

Oh yeah, I was running the demo under WINE on linux. Overall, I was impressed that it ran at all - generally things I get off the internet don't run very well under WINE.


Your graphic card could use a kick start. I would invest in a Geforce 9600 or something similar. They are about 60 dollars and will really help your performance.

WINE on linux must be more advance then WINE on OS X. I have to load windows up in order to program or play the game.

#35 User is offline True Dude 

Posted 06 March 2010 - 08:13 PM

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How many of the classic Sonic games do you plan on remaking in 3D by the way? Just Sonic CD or both that and the whole original trilogy? Also, perhaps Knuckles Chaotix?

#36 User is offline Andrew75 

Posted 06 March 2010 - 08:26 PM

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QUOTE (True Dude @ Mar 6 2010, 08:13 PM)
How many of the classic Sonic games do you plan on remaking in 3D by the way? Just Sonic CD or both that and the whole original trilogy? Also, perhaps Knuckles Chaotix?

hopefully all of them, but before that happens ,,
when we get a nice editor and engine ready enough.
than we may release that for people who want to do there own levels and mods,

#37 User is offline Magickoopa24 

Posted 07 March 2010 - 09:52 AM

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Hmm, this seems like a good idea. I'd love a custom level editor! Keep it up!

#38 User is offline HighFrictionZone 

Posted 12 March 2010 - 01:46 AM

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QUOTE (Xeniczone @ Mar 3 2010, 02:21 PM)
QUOTE (HighFrictionZone @ Mar 2 2010, 10:55 PM)
Not that it means much, but I get a nice 16 FPS when staring at the grass (30 or thereabouts when staring off at the void)

Relevant PC Specs:
Processor : 2x Intel® Pentium® Dual CPU T2370 @ 1.73GHz
Memory : 3105MB (1234MB used)
Operating System : Debian GNU/Linux squeeze/sid
OpenGL Renderer : Mesa DRI Intel® 965GM GEM 20091221 2009Q4 x86/MMX/SSE2

Oh yeah, I was running the demo under WINE on linux. Overall, I was impressed that it ran at all - generally things I get off the internet don't run very well under WINE.


Your graphic card could use a kick start. I would invest in a Geforce 9600 or something similar. They are about 60 dollars and will really help your performance.

WINE on linux must be more advance then WINE on OS X. I have to load windows up in order to program or play the game.

I'd love to upgrade my graphics card. Unfortunately, I'm using a laptop. Which means that my graphics card capabilities are maxed out at a level I like to call "piece of shit". Perhaps one day I'll get myself a desktop computer and not have to worry about this. Oh well.

#39 User is offline Andrew75 

Posted 18 March 2010 - 10:43 PM

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Update to the Dev Diary,,, smile.png
I know this Ugly mess is not worth posting about,, but what the heck,,

The following pics = the Proof of concept, tech demo.
Which demonstrate real-time specular highlights, with specular Bloom, as well as real-time shadows)
The Level chunk (model) is repeated well over 800 times without a hit to the frame rate, (Man! You gata love the power C4 game engine offers)
Frame rate is capped off at a steady 60 FPS, at least on my rig..
Will have to upload some kind of benchmark Demo for you guys to measure performance, and report back.

Notes:
Model is very early and has not been properly UV Mapped yet, thus the starching.
Also the textures are only temporary, Notice the triangle pattern is not actually that found in Palm tree panic.
Palm tree panic's geometry isn't easy to model, lots of odd shapes and contours to work with,
This may take awhile >__<


By tuxmask75 at 2010-03-18


By tuxmask75 at 2010-03-18
This post has been edited by Andrew75: 19 March 2010 - 08:47 PM

#40 User is offline Andrew75 

Posted 22 March 2010 - 10:13 AM

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An Updated model running in C4.... Cut back on alot of the extruded surface details.
Many more tweaks are in store for the model geometry,
So please, don't take this as the final result, especially for the textures since they have not been started yet. there is just so many ideas bursting,,,,
what do you guys think of the flattened out topography VS the above screens?

(still using the same temporary texture place holder, only frontal UV has been laid out correctly,)
Intended Graphical work-flow as follows,,,
Main level Geometry,
Grass and props,
UV Map unwrap,
Background model,
Texture Creation,
Shader creation,
Lighting setup.
There probably wont be any more screens till there is something worth posting.


Reference that was used to model


The 2 following screens showcase an Experimental process I'm working on using shaders,
The process will allow realtime aging of the textures, (Part of the time travel engine)
This will of course be taken much further, with Morphing level geometry, crumbling bricks, vines that grow, ect ect,


This post has been edited by Andrew75: 22 March 2010 - 11:08 AM

#41 User is offline True Dude 

Posted 22 March 2010 - 11:37 AM

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QUOTE (Andrew75 @ Mar 22 2010, 10:13 AM)
The 2 following screens showcase an Experimental process I'm working on using shaders,
The process will allow realtime aging of the textures, (Part of the time travel engine)
This will of course be taken much further, with Morphing level geometry, crumbling bricks, vines that grow, ect ect,

So, does it age super fast or something whenever you head to the future rather than just a short video? That's awesome.

#42 User is offline Conan Kudo 

Posted 22 March 2010 - 11:54 AM

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So wait... I'm confused. What engine is this game supposed to run in? C4, or some other engine that's more cross platform?

#43 User is offline Andrew75 

Posted 22 March 2010 - 12:29 PM

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QUOTE (True Dude @ Mar 22 2010, 12:37 PM)
So, does it age super fast or something whenever you head to the future rather than just a short video? That's awesome.

Hey Yeah, thats what I'm going for.
Just need to do some more testing,



QUOTE (King InuYasha @ Mar 22 2010, 12:54 PM)
So wait... I'm confused. What engine is this game supposed to run in? C4, or some other engine that's more cross platform?


I probably should have created a new thread to house Sonic CD Remix,
C4 game engine works with Mac, PC, Xbox 360, as well as PS3. so its very cross platform.

some additional details, specialed.png
Sonic CD remix is a side project to AXSX, as I wait for Xeniczone to have his summer break, after which we will resume AXSX.
Sonic CD = C4 engine,
AXSX = Game maker and ult 3D.
This post has been edited by Andrew75: 22 March 2010 - 12:39 PM

#44 User is offline True Dude 

Posted 22 March 2010 - 12:36 PM

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QUOTE (Andrew75 @ Mar 22 2010, 12:29 PM)
I probably should have created a new thread to house Sonic CD Remix, haha

You could always ask a mod to split the topics, unless you want to have this topic harbor both games.

#45 User is offline nineko 

Posted 22 March 2010 - 01:25 PM

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QUOTE (True Dude @ Mar 22 2010, 06:36 PM)
QUOTE (Andrew75 @ Mar 22 2010, 12:29 PM)
I probably should have created a new thread to house Sonic CD Remix, haha

You could always ask a mod to split the topics, unless you want to have this topic harbor both games.
Give me a list of post numbers (the ones in the top right, this one is 45 for example) and I'll split this if you want.

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