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| Some recent topics started on our forums | |
| Mithra - Episode 1, Chapter 1 | This is the first chapter of episode 1 of the XBOX360 Live Community Game "Mithra". We used XNA Framework and C# for programming the game and the tools (Level Editor, Particle Editor...). As you can see we're trying to release the game in an episo... |
| Posted March 12, 2009 4:58:08 PM | |
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| Some recent replies made on our forums | |
| Mithra - Episode 1, Chapter 1 | As for the PC version of the game I always maintain a running Windows version for in-house testing, capturing game footage, screen shots etc. We initially had plans to release the game for Windows, but for marketing reasons we don't have any curre... |
| Posted March 17, 2009 4:34:06 PM | |
| Mithra - Episode 1, Chapter 1 | Thanks. You should also check out "CarneyVale Showtime", it's a really impressive community game. About the artists we have 1 concept artist and 3 3D artists. 1 for 3D objects modeling and texturing. 1 for rigging and additional modeling and 1 fo... |
| Posted March 17, 2009 11:51:09 AM | |
| Mithra - Episode 1, Chapter 1 | Although I didn't have any expectations to see improvements in PC version of the game, after all those optimizations I could get around 100+ fps in same room and the same CPU; And of course there was a lot less hick-ups and slow downs due to less gar... |
| Posted March 13, 2009 8:57:20 AM | |
| Mithra - Episode 1, Chapter 1 | Oh, and I'm using a notebook with a Core2 Duo 1.66 GHz CPU to get the 60fps. Of course I lower down the graphics quality so the GPU is not a bottleneck. Currently the engine is not using more than one core but I have plans to do some multi-thre... |
| Posted March 13, 2009 8:52:16 AM | |
| Mithra - Episode 1, Chapter 1 | I think at first there were multiple megabytes of garbage per second and after optimizations I could lower it to around 1MB in every 30 seconds. I'm going to optimize the engine some more to lower this amount event more in our future releases. I'v... |
| Posted March 13, 2009 8:46:21 AM | |
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