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Sonic Unreal Worlds Open Source release

Discussion in 'Fangaming Discussion' started by StreakThunderstorm, Oct 10, 2014.

  1. Falk

    Falk

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    I'll play dota
     
  2. StreakThunderstorm

    StreakThunderstorm

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    Still working on improving collision functionality and optimizing code. I had a few loops running checks every frame and it really slowed it down. Got rid of the loops but found a better way for collision checks to work now.
     
  3. Are you using the default collision capsule? Videos look surprisingly well.
     
  4. StreakThunderstorm

    StreakThunderstorm

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    I'm using a series of raytraces. I couldn't figure how to get proper collision response from the capsule.
     
  5. StreakThunderstorm

    StreakThunderstorm

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    Sonic Unreal Worlds Test 001.
    https://www.mediafire.com/?d0f3l0xdmo026g9

    Basic movement routines down.
    Jumping and rolling added.

    FPS display enabled so you guys can tell me how it worked for you.

    On a side note, Does anyone happen to have the smash bros brawl rip of Sonic and all his animations? It turns out the generation model I have has some missing important animations. I looked over the brawl model and it has all the animations I would need but I don't know how to get it out of brawl box and into UE4 or at least Maya. Let me know if you have the model or if you'd like to help with testing. The engine is progressing VERY quickly and I hope to release something very soon.
     
  6. winterhell

    winterhell

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    Looks nice. Runs fullspeed here.
     
  7. Andrew75

    Andrew75

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    Runs fine on my GTX Titan SLI, Core i7 5960X overclocked to 4.5 GHZ with DDR4 at 3000 MHZ rig. lol
     
  8. SF94

    SF94

    Tech Member

    On the note of the model: while the model may be a rip, the animations definitely aren't, so I'm sure the animations you're missing are probably in the "official version", for lack of a better term.

    As for performance, I get 60FPS with an FX 6300 and R7 265 at... whatever resolution that window is.
     
  9. Mr Lange

    Mr Lange

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    5 fps, and it wasn't possible for me to control the game. No keyboard inputs work, nor did my gamepad (generic joypad input, not 360).
     
  10. Ell678

    Ell678

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    I got a very solid 60 fps here on my machine. It's looking good so far.
     
  11. Andrew75

    Andrew75

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    You guys should list your Machine's specs when giving results that way STSorm has a little more to go off of than just it worked or didn't work.
     
  12. Ell678

    Ell678

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    i7 x990 at 4.40ghz, Windows 7 64 bit, Nvidia 780, 12GB RAM.
     
  13. StreakThunderstorm

    StreakThunderstorm

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    So far it's looking pretty solid in terms of playability. If you're getting anything less than 30fps, it may be time for an upgrade.
     
  14. Mr Lange

    Mr Lange

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    [​IMG]
     
  15. Tiller

    Tiller

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    Moderate specs with a gtx 670 + i5-3570K here. Running just fine.

    But can it run Crysis?
     
  16. Andrew75

    Andrew75

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    Not yet apparently, But it can finally handle Doom 3 lol
     
  17. Covarr

    Covarr

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    Trapped in my own thoughts.
    Two stageplays, a screenplay, and an album
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    Ran at a steady 60fps. Could not find how to run at 1080p or 144hz; fullscreening with Alt+enter just surrounded the game with a black box.
     
  18. Crasher

    Crasher

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    It's a stable 50 FPS at fullscreen.
     
  19. StreakThunderstorm

    StreakThunderstorm

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    As of right now, the engine will be locked at 60fps ONLY because I can't figure out how to properly implement delta time. The editor itself runs at 120 fps. I've made attempts at making delta time work but the results were inconsistent at different frame rates.
     
  20. Mr Lange

    Mr Lange

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    I should add that I can run Sonic GDK and Sonic Fan Remix at near full speed with moderate settings. I can also run Sonic Generations decently.
    There's barely anything to your engine and it struggles at 5 fps. Graphical and memory demands like that are absolutely ridiculous.