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Author Topic: Weekly progress report  (Read 127782 times)

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Stainless

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Re: Weekly progress report
« Reply #504 on: November 08, 2020, 03:31:49 AM »

getting better




I haven't been well recently, couple of trips to hospital, such is life.

It has made me think about what I should be working on. I have decided I am sick of working on other peoples projects and want to get this flight sim into full time development.

Just don't have the money to do it  :(

If anyone knows anyone with a couple of million to invest, give me a nudge  :)
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DarkBlueBoy

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Re: Weekly progress report
« Reply #505 on: November 18, 2020, 02:41:58 AM »

I feel your pain Stainless. :D

Should my lottery numbers come in, I'd be more than happy to contribute!!
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SGT68

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Re: Weekly progress report
« Reply #506 on: November 24, 2020, 11:01:06 AM »

Been quietly following your progress over the years, and I very much look forward to one day flying your sim. That will be a happy day for us all here
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"A day without slaughter is like a day without sunshine" ..Marcus Kincaid

Stainless

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Re: Weekly progress report
« Reply #507 on: December 12, 2020, 02:25:04 AM »

A lot going on, both in this project and in real life, but managed to make some progress.

Found a really strange speed up.

When you draw something, you have to pass parameters to the shaders. The standard way to do that is to do this

Code: [Select]
shader.Parameters["parameter_name"].SetValue(parameter_value);
Doesn't look like there is much you can do to speed that up does it?

Well the parameter array on the shader is an array of EffectParameter , so I changed the code to cache these objects myself.

Instead of using the default Effect class I created a RenderEffect class which held the shader and a dictionary of all the EffectParameter in it

The actual code looks identical, I didn't need to change any of it, I just changed shader from Effect to RenderEffect

The result.

Extra 20 FPS

20 FPS

This is mad

In the other part of the code, I am still not happy with the plotting room scene above. Doesn't look good enough.

So I decided to go OTT on it

I am currently finishing off photon mapping for the scene

Photon mapping constructs a ray from every pixel on every object to every light, works out how many photons will strike this pixel and stores it.

Then it creates a reflected ray from the pixel into the world, and works out where that ray will strike in the scene.

It adds the photons reflected to that pixel , then repeats the reflection pass until no photons remain.

Hopefully it will make the lighting more realistic



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Stainless

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Re: Weekly progress report
« Reply #508 on: January 01, 2021, 04:16:01 AM »

Had a bit of time to work on it.



Flak gunner AI added

Now to add the particle systems
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hello

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Re: Weekly progress report
« Reply #509 on: January 01, 2021, 09:09:05 AM »

Nice!
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Stainless

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Re: Weekly progress report
« Reply #510 on: January 02, 2021, 02:36:52 AM »



Particle system added
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Stainless

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Re: Weekly progress report
« Reply #511 on: January 02, 2021, 02:40:22 AM »



150 mm howitzer

Not sure how they used at as an anti-aircraft gun, but history says they did.
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Stainless

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Re: Weekly progress report
« Reply #512 on: January 02, 2021, 08:38:15 AM »

Tried to do some real work, but just ended up staring at the code.

Got a problem with templated class with multiple inheritance that will compile in Visual Studio but won't compile in g++, clang, or gcc.. sigh

So I decide to add artillery gunner AI

It two modes

AttackArea -- just shell a location
Visual --- shoot at anything you can see




Also added a weapon database and ammunition database
These are defined in the game object , so you can change them with just a text editor

The reason for that is you may want to use the same mesh for different weapons , or use different ammo with the same gun

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Pursuivant

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Re: Weekly progress report
« Reply #513 on: January 02, 2021, 04:34:58 PM »

Not sure how they used at as an anti-aircraft gun, but history says they did.

It seems likely that the Germans remounted the gun barrels on an AA mount or just accepted the relatively low angle, long distance trajectory of guns. The Japanese had a very late war dedicated 15cm AA gun.

If you want to be a stickler for accuracy, consider adding particle emission points at the base of the mount to allow dust to be kicked up from recoil and below and in front of the gun to represent dust/snow blown around by the muzzle blast.
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Stainless

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Re: Weekly progress report
« Reply #514 on: January 03, 2021, 01:40:32 AM »

I am in two minds at the moment.

I really want to improve this part of the code. Proper animated crew meshes. Ammunition and spent rounds. That sort of thing.

But if you are whizzing past at 550 knots with your arse on fire you are not going to see any of this.

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Koty

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Re: Weekly progress report
« Reply #515 on: January 03, 2021, 09:03:36 AM »

On the topic of AA guns, maybe you should from the get go plan to have them use artillery directors.

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If I don't have to do it, I won't. If I have to do it, I'll make it quick.
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