Development Screenshot Dump

Max98

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Hello everybody, we are missing something like this to keep the community a bit more alive and discuss more things..
Show what you are doing thru screenshots!

Let me start:

Upgraded flyff engine to be cross platform (opengl/webgl/dx11/12/vulkan/metal), multi threaded and using an ECS:
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FPS is low because it is in debug mode, processing ALL loaded 16k objects, still didn't make it process only what is visible on screen, but holy moly.
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Atm, without optimizations, in certain cases, it beats the original flyff engine fps by a factor of 2/2.5 and im still not done
 
amazing work, is there a file with which you can open the engine?
 
Awesome work. How do you achieve multi-platform ? Do you use bgfx or something similar ?
 
Lately i have been working on stupid stuff mostly tbh, between the 15.

Mostly C# shit, most of this i plan to release the sources to anyways.

Asal calc, like the one u see one the site but C# (Almost done like 2% left)
AsalCalc_QqTy092hla.png

A new file mover, using json which is blazing fast:
explorer_HaDNmjUVSO.png

The old md5 hasher was converted to C#:
Lodelight_MD5_tgg8WXGaj2.png

Other things i'm working on?
-> A new base(s) possibly.
-> Rip all json files, asserts from universe. (78% done, json and image downloading is done but it needs to be separated correctly still)
-> Converting retails "Updater" to C#.
-> Converting "merge2" to C#.
-> Upgrading and(or) converting several older tools by dumping them or coding new ones to handle current retail formats.
-> Server monitor, launcher and also would love to include SQL ACP as well.
-> DownDetector variant for local, need it for personal needs... lol..

Some people think I might not be around, i am, just really busy atm 🫡
 
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Back to this project to test some stuff on a fully working client....

P.S; This thread is made to encourage everyone to post anything viewable as a way to keep the community feel alive, please don't be scared and just post anything you've been doing flyff related.
 
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Fixed some performance issues using some multi threading techniques... (stable 60fps) and some artifacts here and there... I might actually open a private server with this (if anyone is interested in developement, PM me)

I'm willing to implement a deferred rendering technique to be able to have a shit ton of lights w/ sfxs tho

Recap:
Full shaders rendering (terrain, water, objects, movers, sfxs etc)
flyffu upgrade system w/ catchers and all that crap
masquerade flyff like toon graphics
improved view rendering distance to remove the "cut" world artifact
other stuff I forgot about

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Waiting for new stuff lmao.

Jokes, looks good like usual @Max98
 
Update for the other project: got animations to work since it's actually completely revamped and detached from CObject3D

Video Link (no MT, debug)

w/ Multithreading (debug):

1730243008514.png
 
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