Maluch Racer 3 - Update #1
by Robert Mikuszewski · 03/05/2009 (5:02 pm) · 6 comments
Hi!
The work in our game is going pretty well, so I think that it is time for an update!
Maluch Racer 3 - the goodies
In my last blog I promised a quick video, so here I am, trying to keep my promises. There are still some bugs in the video and some features are disabled at this moment. You also won't see many AI cars, because there are still some problems, we have to resolve, so it might look a bit static. You also won't see many lightmaps - this unfortunatelly takes time. But after all, this is the first time, you are able to see the game in motion.
Making videos always takes more time than taking screenshots, so here are some quick pictures.


TGEA - Project: Lightmaps
In my last entry I wrote a few words about our 'todo list'. One point said, that we are in a process of optimizing DIF lighmaps system. I think, that we finished work in this field and I wanted to share with you a few detals about what we were able to fix/enhance.
Last time I said, that DIF models in MR3 can consume all available memory, and I didn't exaggerate. We started with map "HighCity" and converted some major models from DTS to DIF. In the beginning whole application consumed ~1.5GB RAM. After some investigation, it turned out, that lighmap system is the main suspect. Our engine programmer did his 'magic' and after one week of research and programming in the game engine (no changes in the map/models/textures/etc.), we end up with ~650MB. I think, that is quite an improvement.
Additionally we decided to finally convert all textures do dds format which gave us another ~200MB, so we finally reached ~450MB in RAM.
So here is a quick changelist:
- Lightmap format changed from PNG to DDS, which allowed to decrease memory consumption in both - RAM and VRAM (PNG had to be decrompressed, DDS doesn't has to be)
- Elimination of redundancies in lightmap generation system (instead of creating many new objects of textures, we use references)
- Changed loading DIF lighmap data - load only when they are needed
- Added support for compressed PNG textures (they are uncompressed only, when it is necessary)
- Save to DDS (using NVTools library)
Additionally there has been one factor added - lightmapScale, which allows smaller lighmaps generation, which can be like a salvation for a level designer.
Here are some examples of how it can work:


The work in our game is going pretty well, so I think that it is time for an update!
Maluch Racer 3 - the goodies
In my last blog I promised a quick video, so here I am, trying to keep my promises. There are still some bugs in the video and some features are disabled at this moment. You also won't see many AI cars, because there are still some problems, we have to resolve, so it might look a bit static. You also won't see many lightmaps - this unfortunatelly takes time. But after all, this is the first time, you are able to see the game in motion.
Making videos always takes more time than taking screenshots, so here are some quick pictures.


TGEA - Project: Lightmaps
In my last entry I wrote a few words about our 'todo list'. One point said, that we are in a process of optimizing DIF lighmaps system. I think, that we finished work in this field and I wanted to share with you a few detals about what we were able to fix/enhance.
Last time I said, that DIF models in MR3 can consume all available memory, and I didn't exaggerate. We started with map "HighCity" and converted some major models from DTS to DIF. In the beginning whole application consumed ~1.5GB RAM. After some investigation, it turned out, that lighmap system is the main suspect. Our engine programmer did his 'magic' and after one week of research and programming in the game engine (no changes in the map/models/textures/etc.), we end up with ~650MB. I think, that is quite an improvement.
Additionally we decided to finally convert all textures do dds format which gave us another ~200MB, so we finally reached ~450MB in RAM.
So here is a quick changelist:
- Lightmap format changed from PNG to DDS, which allowed to decrease memory consumption in both - RAM and VRAM (PNG had to be decrompressed, DDS doesn't has to be)
- Elimination of redundancies in lightmap generation system (instead of creating many new objects of textures, we use references)
- Changed loading DIF lighmap data - load only when they are needed
- Added support for compressed PNG textures (they are uncompressed only, when it is necessary)
- Save to DDS (using NVTools library)
Additionally there has been one factor added - lightmapScale, which allows smaller lighmaps generation, which can be like a salvation for a level designer.
Here are some examples of how it can work:


#2
Keep it up though, love seeing the progress.
03/05/2009 (8:19 pm)
looks cool, one thing that caught my eye is the car looks like it is floating a bit.. like its not grounded in the scene.. almost skating along.. I don't know how to explain it but something seems a little off, even with shadows casting from it.Keep it up though, love seeing the progress.
#3
03/06/2009 (3:40 am)
i think that the "hovering" problem would be fixed by adding skidmarks .. and then sounds like engine rev and skidding will ad alot fo the effect. the hovering feeling probably comes from not being able to see the wheels in the movie, so you need to substitute them with "signs" of them existing.
#4
@Andrew: Yes, the car seems to floating a bit. There are a few reasons of this fact, and there are at least a few things we plan to do about it :)
@Mikael: Yes, there are features (tire tracks, dust), that are planned in the final release and should reduce the effect you are talking about.
Thanks, for the comments. They are always very usefull. Keep in mind, that the work is still in progress.
03/06/2009 (4:04 am)
@Scott: Constructive criticism is always appreciated. We didn't want to make the cars drive very fast, because we drive here Fiat 126p, which is not a very powerfull car ;) So yes, we had to make it a little bit harder to control the car. Still, the physics is not final, and probably will change a little, because there are still some things we don't like about it.@Andrew: Yes, the car seems to floating a bit. There are a few reasons of this fact, and there are at least a few things we plan to do about it :)
@Mikael: Yes, there are features (tire tracks, dust), that are planned in the final release and should reduce the effect you are talking about.
Thanks, for the comments. They are always very usefull. Keep in mind, that the work is still in progress.
#5
03/06/2009 (6:03 am)
;)
#6
03/06/2009 (6:44 am)
I am impressed. I would love to see the car deal with small bumps in the road. Just a few very small imperfections in the road that makes the shocks barely respond. 
Torque 3D Owner 'Sidikian'
Now before you read the next little bit I wrote I want you to know I didn't mean it as hurt full, only as constructive crit. if you happen to agree, if not that's cool as well.
Only thing is that when watching the video the game seems a bit slow paced, as though the car doesn't handle well. It seems to struggle when it takes turns having to reduce a lot in speed (perhaps the game is meant to be more about accuracy of driving rather than a speed fest and thus my statement would be illrelavant). Of course it could seem this way b/c of the lack of other cars (thus lack of action).
Edit: After watching the video a few more times as though I was playing the game instead of getting distracted by the backgrounds it doesn't seem as slow as it first did.