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Everything posted by Martin (Dragonsan)
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How do you make large world?
Martin (Dragonsan) replied to DistantTemples's topic in General Discussion
Any terrain generator will work, better or worse but will work. Loading from chunks from DB, like json files is also a good option, but very few can and want to build their own solution from the scratch, so using ready one when You know it is already there and working is a first step to make huge world imo. -
How do you make large world?
Martin (Dragonsan) replied to DistantTemples's topic in General Discussion
Guys, lets try to see bright side of of it. If someone thinks that other opinion wasn't helpful, then just don't use it, still he took some time to wrote it, try to find useful things from it and wait for another opinions and suggestions, lets try to not waste our common energy for arguing Lets try to spare it in a good and productive way. Positive thinking. I'll gladly give more clues and suggestions regarding big world and even if Unity is not perfect to that, but through some extra tools like World Streamer, increasing performance and maintaining Big Unity World became way easier for us. Another great package which is going to hit Asset Store soon is Vegetation Studio, we are participating in beta and I have to admit that it's impressive package, You should check the results: https://forum.unity.com/threads/submitted-vegetation-studio.479244/page-11 Basically what it does it's placing foliage and rocks mostly, including great optimization and many features for example touch bending. It's working in similar way to unreal engine foliage system, so chunks chunks chunks are the future, including instancing and such. For big worlds we are also recommending using some placement package, I think GENA by Adam Goodrich is really perfect for this, we used it and we will. It speeds up our development a lot. We placed not only rocks and such, but also targetable objects like Atavism resources on the map through it. These are packages which we were using and we highly recommend them. Authors are very responsive, providing great support. For those who are going to build big worlds, stay tuned, new quality and rapid development is on the way to Atavism -
We are using MariaDB in our environment, but it's hard to support all version of Database, still we are using 5.5.x patched version in our dev environment and it is working stable and fine so MariaDB is supported.
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How do you make large world?
Martin (Dragonsan) replied to DistantTemples's topic in General Discussion
I'm almost sure that You will be really happy and amazed when we will reach to release and put all we prepared for it Stay tuned. -
How do you make large world?
Martin (Dragonsan) replied to DistantTemples's topic in General Discussion
We are using World Streamer with Atavism, I have to admit that it's not unlimited world, but huge terrains like 10 x 10 km are not an issue to handle through it. Unity generally is not perfect for huge worlds because: 1. It can't handle much objects in the scene - World Streamer or any streaming solution will resolve that problem 2. Nice GI can cause lots of issues and endless hours to maintain Your project - instead use light probes but it leads You to this: light probes are used only for dynamic objects, not static, so You can't use static batching, which is also resolvable by using instancing introduced and improved over last few version of Unity I think since 5.4 or 5.5 (not sure about that). 3. In results all is achievable only You need to find a way. We made lots of implementations of external packages to not invent a wheel from start but use our partners packages. Basically in next release we will introduce tons of modifications, some for performance reasons, in total from 3 fps we have 70fps with full hd and full effects and quality on, so it's like 2000% of improvement. Of course all depends on use case. For example for small heavy packed dungeon with many light sources try to use Occlusion Culling which in smaller areas, halls and caves is extremely useful and will give You some performance boost. For open worlds use world streamer or other streaming solution which You prefer to reduce number of objects present in scene which will cause less CPU usage. Ohhh yes, that's also important factor, streaming solution will only help You to improve performance if You are CPU bound, because of calculations which Unity is doing for each object no matter if it's visible or not. If You are GPU bond try to use layers (fast and reliable solution) so for example really small objects put in Small Layer, Medium objects in Medium etc. and then write simple script to set draw distance for each layer, so even if they will be all in same camera (which is preferable setup) then Unity will draw them only from specific distance which You setup. You can also use this free package: ttps://www.assetstore.unity3d.com/en/#!/content/35100 -
No it isn't in 2.5 but apparently You don't understand that it was hard coded till 2.4 included which I mentioned that clearly in sentence, same with bad stats calculation of items. In 2.5 You can do this and it's working, but in 2.4 You could make a change in Atavism plugin, but... You weren't able to get more level than 10, because.... because it was hard coded
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If You will let me I'll conclude this discussion. Both sides are wrong The truth is in the middle... and not most of the time, but always. I'm a part of community since few months now, I knew that I need with my team new features that are not included in Atavism, that's why I bought Veteran license upgrade few days after starter one. Lets make a theoretical assumption: I'm a one person (coder, graphic, animator etc.) and I'm skilled with all requirements, can I make a simple, small MMO with Atavism standard version till 2.5 ? The answer is no, as I said in my previous post, max level hard coded to 10, wrong stats calculations and without Veteran license You cannot change it. Basically You are not able to publish Your game with such problems. That's why I think that he still should buy Veteran license and make a few code changes to see that there are no limits, only imagination makes them. We don't know him and giving him the advises like make a level and don't focus on Atavism.... maybe he already has a level and he is waiting only for Atavism, we don't know that these are assumptions based on our knowledge and our experience but they may have or may have not be the clue in his "case". Still I'm doing it in same way, because in my opinion Atavism needs improvements, so we are focusing on level design and other mostly graphical/animation things and with patient waiting for next and next release, which is improved a lot version after version. I'm aware of some bugs, beta state of software and others should be aware what beta means, that's why patient and building community, helping others are so important in that stage. Core of Atavism is Neo, Sooms and Chasle but we are all part of it. I said that few times and I haven't changed my opinion that Atavism team are doing great work with full competence, even that they are mostly over scheduled time, but it is normal in software business To all of us with less skills, less hope... don't give up Your dreams, if Your dream is to make a second wow, You will build it, even if for others it won't be second wow, Your friends and You will play it like in wow, because sometimes cash is not so important as fun Gaming business is like a roulette, You can make simple low graphic game like minecraft and win a lottery but on the other hand You can make a realistic game with full pro graphic, sounds, music and no one will play it, You need marketing or luck or better... both which is more important than features and graphics in game. Lets support each other and make that community bigger and stronger that these Atavism Core could focus on most important things than on discussions like that one. You know the old sentence, if there is something that is not possible to do then give it to someone who doesn't know that and he will do it.
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I think that many people are experiencing some problems and the lost position of most of them is because they are not able to make a change in source because they own only standard license and they don't have access to the AGIS code, which is the clue of the server. Still You guys have to admit, that Atavism team are trying to make things better and better and their effort are far from related to that small price for such piece of software. I have to admit that till 2.5 Atavism in standard version wasn't useful at all, because of hard coded level limit or critical error in items calculations while getting level up and few other things that some of users just weren't able to correct without proper access to the code. In my opinion that is the clue of the problem. If You are creating serious game on atavism then You should be aware that it is some kind of beta with major bugs and without at least veteran license and programming skills in Your dev team You won't be able to patch it or implement new features by Yourself so You need to do some time overhead in Your schedule to prevent frustration. Atavism team is implementing new features which is related to new bugs, this is normal in software business, so please be patient, patient and once more.... patient and You will be rewarded If you are creating game for fun and this is Your hobby, then Atavism in present version is for You in any version. Lets try to build up more this community and help them out with testing because they put a lot of effort in it and I'm more than sure that they are investing more in this solution than earning from licenses.
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One useful functionality which could be included is refer a friend, that You could invite a friend via mail, set the conditions when the reward for referred friend could be obtained and what would be the reward. This could be even done by the simple database query as a text field, because it's obvious that You won't be able to predict variables of which people might want to put as a reward and same with conditions. But it could be simple condition like level which new player should achieve that both players would get a reward which could be something like "update ...." and people could just define it by query. That's my only feature which I could wish for but still what You are doing is great and I'm glad that You included those features which You mentioned. Can I ask You about timeline when would You like to provide it for testing and in the store ?
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I think the most important are micro payments and subscription payments. If someone is planning to create MO or MMO game then it should be available as download digital version so non-digital products with shipping are lesser concern. Consider refer a friend as an additional feature too with reward system. In this solution there should be some kind of condition/trigger like, if player will reach level 20 then give referrer reward 1 (defined somewhere) and the one who has been referred reward 2 (defined somewhere).
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Feet, that is a great initiative and I think this is similar to this thread: http://forum.atavismonline.com/topic/697-website-cms-for-atavism-framework/ I would like to have some kind of payment integration like 3DOmelette in his package: 1-shopping store module: can handle recurring subscription payments , 1 time payment, digital download products, paid members private website content feature too, non digital products with shipping module, several payment gateways paypal among them ,invoices, coupons system, taxes system, shopping cart etc......... In my opinion the most suitable payment would be for premium currency like diamonds, gold or something like that and that amount after payment should be added to the account premium currency value and then in game for that currency player can buy many different things.