IGF 2009 entries announced!

and here is Zero Gear’s, entry page!

With 226 entries this year competition will be stiff, check out the entire list of entries here.

someone made us some t-shirts!

It was Brian’s birthday recently and he was lucky enough to receive some Zero Gear t-shirts as a present! Since Brian insists that cameras capture his soul and cause his physical body to crumble to dust, we contracted out a top model to display them for you!



Not dead yet!

I feel happy! I feel happy!

We have been keeping very busy as usual - spending a lot of time dealing with some nasty memory issues and other non-glamorous things. But to keep our spirits up we started on a new game mode, check out the screenshot and maybe you will be able to guess what it is!

Link (no, not the one from Zelda games)

Steve Streeting, best known as the creator and lead developer of Ogre, posted something on his blog that I thought was interesting: User generated content and centralised control don’t mix.

It reminded me of a similar post we made a while back.

This also reminds me that the latest version of Ogre, 1.6, was just released a few days ago. We have been using it for a while now and I can report it is scrumtralescent (very good).

Behind every great game is a great game manual

Dave has been working hard on this super-duper-mega-informative-game-manual so check it out!

Other than that we haven’t really been doing much. We haven’t been working way too much this past week getting the game ready for IGF submission. Nope, mostly just watching old reruns of Family Matters (so did they kill off Judy Winslow or what?).

We are getting ready to begin a small beta test. We want to get more and more people involved over the next few months. For the time being we have a limited amount of keys and are looking for anyone who can host a dedicated Zero Gear game server with a fast connection (Windows only for the time being, sorry Tux).

If you are interested in helping to beta test, I would recommend joining our new Steam game group and forums.

New Steam Group and Screenshots

Just a quick note to drop off, we have a newfangled “Official” Game group on Steam, which you can join to show your support here.

It has some new screenshots on it that you I also added to our official media page here.

Chute Shoot video to boot!

Chute Shoot gameplay video
Here is a video we took last night while playtesting our new map, it was a blast!

Chute Shoot!

Just popping in real quick to show you a screenshot of a new game mode we are hoping to have working by the first. I don’t think it needs a whole lot of explanation!

Optimization is FUN!

Well, not really at all - but it’s something every project needs to stop and work on every once in a while to make sure things will run smoothly. As we race towards the deadline for submission to the IGF, we had to come to terms with the fact that performance was not where we needed it to be with 16 players on the screen. In a game which focuses so much on physics and flying and tumbling around, not to mention driving at high speeds - you really need some steady performance in order to have the most fun.

So for the last week and a half we have been overhauling certain parts of the graphics in order to speed things up. With 16 players on screen at once, we were getting around 20 fps with our decent rigs, so we had a lot to work on.

The thing we had to work on was the “batch count” in the game, which is basically a measure of how many tasks the computer and video card need to do in order to render everything on the screen. Ideally, grouping as many things as you can into one of these batches is the best way to make things faster. So we set upon figuring out where every single one of our batches was going. Right off the bat, we found that we could treat the level entirely as one piece, and reduce the number of batches it took to render significantly. This was our first easy fix, and as anyone in development will tell you, there is nothing quite so sweet as discovering an easy fix. Once we addressed that, things were running really fast with nobody playing. We knew the performance issues were in large part tied to the number of players in the game, so Brian hooked up a key to pop a fake client into the game. Now it was easy to drop 15 other players into the game and test performance.

Not too surprisingly, performance was still underwhelming although a bit better becuase of our changes to the environments. We decided to use NVIDIA’s PerfHUD to step through all the rendering steps, which was pretty easy to do since Ogre already supports the tool.

After some testing we figured that every new player added to the game averaged around 20 new batches to display, which multiplied by 16 added up to a lot. This was due to the fact that each players stuff was made up of a lot of different customizable items: there are separate karts, characters, hats, accessories, and wheels. Those are only 5 different items, (8 if you count every wheel) but each item could have any number of materials on it (in order to make it look awesome, of course) and also the kart and the wheels were casting a shadow,each of which made up it’s own batch.

So, optimally we needed each player to use the absolute minimum number of batches, which would be 5, since each player loads 5 meshes. To achieve this, we created a simple shader that would enable us to do the effects that we used such as color masks, environment mapping, and rim lighting - but all in one material. Each character kart hat, etc could be rendered all in once batch now since it was all inside one material. Since we are shader noobs, it took us a few days to get the shader working, as well as a few days to move all of the items we had previously made to this new material format and make sure they would work. Brian also created a shader especially for the wheels that made use of Ogre’s model instancing to render all 4 wheel models in one batch instead of four. After all these changes, we succeeded in reducing each player to 5 batches instead of 20! Huzzah!

We also decided to move away from the stencil shadows we were using to create shadows under the karts and items, they looked great - but the way they are created was more and more of a bottleneck the more players that were on screen. We dug into Ogre’s texture shadow system, and set up some render to texture shadows that while not totally inexpensive, at least performs better with many shadows being cast at once.

All that work, and hopefully nobody will ever know about it when they go to play the final game! Here is a screenshot with myself and 15 test players onscreen, with Ogre’s performance display.

We still have a lot of improvements to make, the soonest of which will probably be hooking up our new shader to utilize hardware skinning in order to move some of the animation cost to the GPU. But we are off to a good start! Already the game feels a lot more responsive with lots of players, and that’s fun for everybody!

p.s. here is the 3d mark score for my computer which this screenshot was taken on.

Twister Item video

I know it is sat. night, but what else would you expect us to be doing with under one month left until IGF submissions are due? Tonight we took a break to make a little video showing how fun our new twister item is. It is the latest in our quest to create physics based weapons. Click to watch!

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