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By Robert Basler on 2015-02-10 22:42:39
Homepage: onemanmmo.com email:one at onemanmmo dot com
Miranda as it was. Before The Burning.

Miranda0004.jpg


I found this image tonight. I do so little art, but I made this planet in Blender for an earlier version of the trailer, and I thought it turned out quite well.
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By Robert Basler on 2015-01-29 01:31:32
Homepage: onemanmmo.com email:one at onemanmmo dot com
I demoed The Imperial Realm::Miranda to about twenty people tonight at Full Indie demo night. I wasn't sure I was going to show the game when I went down there, but I found an open table with power, brought out the business cards and started talking to a lot of really nice people.

Holy sh** Is The Highest Praise

I got quite a few "holy sh**"'s tonight which is really the highest praise you can get. Usually it was when I pointed out my base on the map and then zoomed out to show the whole map.

It's been a few years since I've shown anything in public so it was fun to go through the process of figuring out how to best demo Miranda. I got a good laugh from one fellow who pointed out "that you can always tell when its someone from marketing doing a demo and when it is one of the developers, because marketing glosses over bugs, and developers point them out." I think I'm a hybrid, I only mention bugs if its really obvious, like big black buildings in the middle of the screen.
By Robert Basler on 2015-01-12 00:16:20
Homepage: onemanmmo.com email:one at onemanmmo dot com
If anyone ever tells you sorting your meshes by material and minimizing redundant calls in OpenGL isn't worth your while, they're wrong.

Frame rates have been slowly decreasing as I've been adding new content. Recently my 2GHz Core i7 with NVidia GeForce GT 555M had hit an all-time low framerate of around 50FPS. I needed to do something to crank those framerates back up so players with lower-spec machines would have a chance.

The obvious candidate was the way my renderer handled materials. It didn't really do enough to tell if materials that had different settings were otherwise identical (same textures/shaders.) And it did nothing to reduce redundant state changes, happily changing shader and every rendering setting at the end of each material even if the next material used all the same settings.
By Robert Basler on 2015-01-01 13:18:43
Homepage: onemanmmo.com email:one at onemanmmo dot com

I really enjoy my annual ten-thousand foot view of The Imperial Realm::Miranda's development. Its such a big change from my head-down, in-the-trenches day-to-day.

Visual%20Evolution.gif

[Evolution of Miranda's Environment in 2014]

By Robert Basler on 2014-12-21 11:46:14
Homepage: onemanmmo.com email:one at onemanmmo dot com
As I've added more and more particle effects to The Imperial Realm::Miranda I've started to see problems with drawing order. The most obvious problem is sometimes when the camera moves during explosions and the smoke alternates in front of and behind the flowers on the terrain. It's not so pretty. The large bulk of my particles are transparent (have cut out bits) but I have a few that are truly translucent (partially see-through bits) which really complicates things.
By Robert Basler on 2014-12-14 00:12:19
Homepage: onemanmmo.com email:one at onemanmmo dot com
I watched a ton of RTS game trailers last week trying to figure out what elements people might expect in the trailer for Miranda. Besides a bunch of prerendered stuff that I'm not going to do, what I saw were a lot of explosions, some simple vehicle physics, and a lot of weapon effects that leave trails of smoke. That's not too bad a list.

The%20Imperial%20Realm%20-%20Miranda%20-%20Bayhem%20Explosion%20Sparks%20Lo.jpg

By Robert Basler on 2014-12-03 02:31:40
Homepage: onemanmmo.com email:one at onemanmmo dot com
Up until today I've been exporting NvOptimusEnablement to enable the NVidia card in my laptop (which also has an Intel card for 2D.) For whatever reason, it stopped working mysteriously this week which led to an hour of trying to figure out why it was all of a sudden taking 3 seconds to render each frame (Intel OpenGL is really, really sad.)

inteldoesntwork.png

By Robert Basler on 2014-11-27 13:05:30
Homepage: onemanmmo.com email:one at onemanmmo dot com
Lair Engine uses UDP for messaging. Sometimes it is super-inconvenient to break a message into packet-sized pieces so on top of that, I have what I call JumboPackets. JumboPackets support sending messages larger than a single packet. The cool thing about the way I implemented JumboPackets is that as far as anyone outside the networking system is concerned, they are just like regular packets - only bigger.

The one problem with JumboPackets is that they're subject to rate limiting like any other packet, so if a jumbo packet is actually 3 regular packets, it must be reassembled on the proxy, sent to the client and then reassembled again. So a 3K packet at a 1K/second send rate limit with 2 hops takes 6 seconds to get delivered. This problem gets worse as packets get larger. Recently I started experimenting with much larger datasets (more units, more teams) and discovered that some of the packets sent during the initial connection were getting quite large and noticeably slowing "load time."
By Robert Basler on 2014-11-21 15:35:41
Homepage: onemanmmo.com email:one at onemanmmo dot com
In the last blog post I said I'd been working hard to get Miranda out the door. Here's some of the things I've been working on...

The%20Imperial%20Realm%20-%20Miranda%20-%20Building%20Animations%20And%20Smoke%20Small.jpg
[Chat, building smoke, animated radar dishes, new silos and power gauge.]

By Robert Basler on 2014-11-12 11:22:52
Homepage: onemanmmo.com email:one at onemanmmo dot com
Back at the end of April I decided it was time to get The Imperial Realm::Miranda finished, so I worked out a feature development plan with the goal of releasing the game on November 9th, the 5th anniversary of the project. I optimistically believed that would be early enough to beat the AAA Christmas launch window PR blitz. The plan was:
  • October 9 - Friends and Family Alpha.
  • November 9 - Teaser Trailer & Limited Public Alpha.
  • January 9- Beta.
  • February 9 - Trailer & Launch.
The plan was aggressive, I had a lot to do, but it could have happened.

Recent Comments

Enabling NVidia GPUs on Optimus Laptops - 2015-04-21 11:36:42 (3 comments)
// For AMD Enduro this should do it on 13.35 and later drivers.
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
A Chrome UI - 2015-04-21 01:33:26 (3 comments)
Berkelium isn't maintained anymore, might want to consider Chromium Embedded Framework instead. I'll probably switch at some point since drag and drop is broken in Berkelium.
Combat Debugging - 2015-03-17 15:01:24 (1 comments)
Signed up for the email list, still very interested in this project
Hiding in the Flowers - 2015-03-15 15:06:47 (2 comments)
Hey Tripleskit, your answer is here.
Hiding in the Flowers - 2015-03-15 13:01:43 (2 comments)
When will this game be accessable for open/close beta/alpha

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Windowed Fullscreen - 2014-08-07 13:26:33 (0 comments)
New Screenshots - 2014-08-23 00:13:12 (0 comments)
Combat Debugging - 2015-03-15 15:03:19 (1 comments)
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Visual Studio Ctrl-Tab Fix - 2014-02-28 09:23:22 (0 comments)
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