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Starsector ships running into eachother
Starsector ships running into eachother






starsector ships running into eachother

The CPU deals with operations one at a time so it is usually fine for this purpose.

starsector ships running into eachother

Of course when the number of things flying around increases you need to do more processing every frame, so that's why you get more CPU usage. It's probably includes (at a minimum) AI, doing calculations of weapon rotations, collision detection and updating any projectiles and ships in the area. Combat in Starsector is currently most likely heavy on your processor NOT because of drawing all the sprites and weapons or whatever. So I'll take this chance to educate you on that point. I think knowing what you don't know is a great thing. So is an extra hour of work worth it you think?įirst I want to say it's good to see that you explained you're not so educated on the topic. So either that's double your time, or a fraction of your time depending on your workflow. Some people take 1 hour to make a sprite, some take a week. To give you an indication, Tartiflette spent about 1 hour total generate the appropriate maps required to get this effect. Not the scariest thing ever but it can be partly generated and tweaked in PhotoShop/Gimp.

STARSECTOR SHIPS RUNNING INTO EACHOTHER FULL

You think of Black is height = 0 and white = full height.Īfter creating the height map you then use GIMP/Photoshop or a CrazyBump to generate the normal map for you.Īn alternative way of generating the normal map is from a grey scale version of any sprite you have, that -may- be fairly close to a height map, it depends.Īnyway after you have the height map to really get the look seen below you then need to generate the reflection/material and specular map. Ideally the modder would create a height map, instead of thinking in terms of shading where black is no light, and white is the brightest light. Overall the effect would be much less intensive than the bloom shader DR implemented.Īs for creating the additional data required for the effect. In this case it would require a bit more memory for a foreground buffer. Well the GPU requirements will increase proportionally to the amount of shaders you have.








Starsector ships running into eachother