If you guys are wondering what happened to me, I got distracted by procedural generation again. As I was working on this project, I discovered the solution to an issue I had with procedural mesh generation. I fixed it and now I'm writing voxel code again. This is why we need more people to contribute... I get distracted
Yeah, it is. I took this screenshot this morning. I have it meshing with marching cubes already but haven't taken a screenshot if it yet.
I haven't given up on this, but I been sidetracked with some stuff and haven't had time to get back into this. I will do something though, I got some cool ideas I want to see in action. Though first map I was working on is pretty simple and kinda out of place, but hey people should be able to play the infantry part... whenever I actually make it not so ass looking and fix a performance issue...
So, Epic released a whole bunch of awesome environment props for free. They are photorealistic (they actually went out, took a bunch of photos of rocks and shit and turned them into models), and probably the highest quality assets you can find right now.
They shouldn't affect compile time, ingame performance but compiling, naaah.. But you could try changing them into decals instead, they're cheaper.
I don't know man, I turned off vrad and made fast vvis and it compiled in 3 minutes. I also checked for problems with the check for problems tool and it said a bunch of entities had an invalid property "angles" and I pushed the fix button provided and they got fixed. I'm not sure if the problem is gone at the moment.
Ok, I lied about those assets. They all have 8k textures and are like 30k triangles each. They need quite a bit of work to be used in an actual game.
Anyway, this project is on indefinite hold as I'm working on Squad now. In my first week, I've implemented a deployment system. I'm going to use that and do a base/spawn point thing (very similar to Empires, just without the commander). You guys should check it out.
I'll hit up Squad if it's cheap enough for my scrooge tastes, I hope more people from the community are interested.
Unreal Engine 4 is indeed an amazing piece of work, however, should development continue for Source 1 (with all engine updates), or should we wait for Source 2? My only concern for UE is that system requirements are indeed much higher than Source. Does Empires need UE, or does it need a big overhaul within the current Source environment? I understand the frustrations regarding the codebase being extremely notoriously crappy, and wouldn't blame anyone for wanting to move on to another engine.