Product Chat (Early Access) / Enjoying with GMax beta 2

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granada
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Posted: 19th Mar 2021 23:55
That’s some amount of models your producing there , very cool

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3com
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Posted: 20th Mar 2021 18:05
@ granada
Base1 is just a folder belong to the project, and it ends up with 3k files so far.
It a not an easy task to test GGMax that way, but it is rewarding, and it helps me increase my modeling and testing skills, which is very positive, at least for me.
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Posted: 20th Mar 2021 18:12
Hi, guys, continue working on the refinery facilities, that what I've so far.

Polycount so far: 560k
Textures: untextured yet, plan to use 4k textures, when finished.
Untested yet, so I can't add much info about atm.

In 3ds max





Continue working on the refinery facilities, back when done.

I hope that refinery coming to the life when particles working right on GGMax.
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AmenMoses
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Posted: 20th Mar 2021 18:46
As a comparison these are from the Unigine engine: (something to aim for maybe?)


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Posted: 20th Mar 2021 20:56
Quote: "As a comparison these are from the Unigine engine: (something to aim for maybe?)"

Yeah, those guys are great!
And we need particles on GGMax.

Taking reference from the pic on the previews page.
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Posted: 21st Mar 2021 16:42
Hey, guys, We have reached 1000.000 (1m) in polycount.

A bit more stuff to expand the refinery.

In 3ds max - Polycount: 1M







Working on the reference pic below, back when done, thanks guys, for watching my vids and pics.




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Posted: 22nd Mar 2021 17:56
When the refinery is finished there will be a high load of polygons, this will serve us for our objective, stress the game engine, test the features, sliders, lights, weather, shadows, etc.

I have deliberately loaded most of these polygons into specific models, for example, this model in the pic below, polycount: 229k



Most of these 299k polygons are concentrated in the boxes, shelves that hold the boxes, it has a small level of detail that helps to achieve the load of polygons that we are looking for.



But why load in detail some models that will be covered by a canvas and that the player will not be able to see?

It is truly seen in this way it does not make sense, however for our objective it is ideal. Also, this system would help in the event that I want to use this model in one level but without that high polygon load, I just have to replace those boxes with other lowpoly cover them with the canvas, and the matter resolved.



Does anyone think we can load the entire refinery on a map, in GGMax?
Well, that's what we're working here for, to find it out.

This is not going to be a conventional refinery, nor does it intend to rival any other refinery out there, it is made haphazardly, I have not looked for plans, nor am I working with real measurements, but hey, this is one of the advantages of being only testing GGMax.




At the moment I am still working in the refinery, although there is little left to finish, I think 1.5M in polycount is enough for the first attempt.

We are really closest to the 1,5M in polycount, I'm going to work on the small stuff, lights, and so on, before going to the texture area, texture all this stuff will be a nightmare. LOL

What I've so far



Well, guys, back when done.
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Posted: 22nd Mar 2021 23:17
Connecting all with a pipe system. Polycount increases a bit.

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Posted: 24th Mar 2021 18:15
Hi, guys, working on the texture area, this is what I've so far.



A short vid to show you how I plan to place that monster refinery, I'm going to go as modules, about 100k each one, (area1...area10), let's see if GGMax has something to say about it, and if so, when?



Continue working on texturing, back when done.

Ty guys, for watching my vids and pics.
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Posted: 25th Mar 2021 08:40
Looking really nice! I reckon Max will handle a fair few polys as long as they don't have transparencies on them. Not sure what Max does as far as LOD is concerned, but as they are pretty high poly will probably look ok with lower poly versions in the distance.

Looks like you could make a nice little version of Thunderblade's last level with those graphics
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Posted: 25th Mar 2021 19:51 Edited at: 25th Mar 2021 19:51
Quote: "Looks like you could make a nice little version of Thunderblade's last level with those graphics "


Holy molly, thanks for the Flashback. I played the s**t out of that one in the late 80ies - on my C64 ^^
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Posted: 26th Mar 2021 03:01
Your welcome
C64 version looks really good considering the arcade hardware it was trying to compete with.

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Posted: 26th Mar 2021 23:05
@ DVader
I'm uploading jpg image format, hope you get the easiest to load this page now.
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Posted: 26th Mar 2021 23:19
Hi, guys, continue working on textures, what I've so far.

Polycount: 1,5M
Textures: 4k res

GGmax is handling quite nicely the Refinery map so far, taking into account the high poly over the map plus the high texture res.
GGmax is no so friendly to add entities atm, especially lights markers, at least for me, so I'm going to wait the best time to work in the illumination area.











In this short video, you can notice how the illumination is working (although not enough Illum yet).
Also, you can notice all the high poly meshes over the map.
In the video below you can notice too the high Ram waste, I hope this is going to change further.



Many thanks, guys, for watching my vids and pics.

Continue working on textures plus some small details, back when done.




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Posted: 27th Mar 2021 08:35
@3com. Ah yes, should be a lot faster with jpegs. For screenshots, jpeg is fine quality wise and way better suited for online use
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Posted: 27th Mar 2021 19:26
@ DVader
Glad to help.
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Posted: 27th Mar 2021 19:35
Hello guys, today I have decided to try the wet mud, for a change, so I have modeled a wooden hut and have recreated a rainy day in the swamp, with the help of a map that I had already tried before, although the effect achieved with GGMax 2021_03_26, I like it better.





Just notice what you can do in GGMax atm, just playing with the sliders (weather, fog, sun direction, light intensity, rain, gamma, etc)



Do not worry about the refinery I have already tried the map in test mode and it works quite well, I get between 38 and 59 fps, although there is a certain area in which the fps drops to 12, I want to find out why? although I already have some ideas, and some suggestions too, this already happens in GG.



I hope on Monday or Tuesday I can upload the video of what I have so far.

Thanks, guys, for watching my vids and pics.



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granada
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Posted: 28th Mar 2021 12:12
Very cool vid 3com, weather look very realistic

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Posted: 28th Mar 2021 17:24
Great stuff , your really taking everything to the limits
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Posted: 28th Mar 2021 21:39 Edited at: 28th Mar 2021 21:39
really enjoying the vids and pics 3com, getting inspired. thanks for taking the time putting all this together for all of us, much appreciated.
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Posted: 28th Mar 2021 21:58
@ granada
Glad you like it.
Yes, it looks realistic, that's cool, and show the people what they can do with GGMax atm.
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Posted: 28th Mar 2021 22:02
@ Preben
Taking everything to the limit is the main goal, hope to get it.
The question is, if we can do so with GGMax atm, what we'll do when complete?
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Posted: 28th Mar 2021 22:05
@ BOTR
It is a pleasure for me to do it, in fact, I am also enjoying it, especially when everything goes well.
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Posted: 28th Mar 2021 22:21
Well, guys, I'm guessing I have to found the FPS dropper mesh, so I isolate that mesh, and the map now runs smooth, going from 38 thru 59 fps.

The dropper mesh



The refinery video test
Since those videos are not showcased videos, but just debug videos, please do not look for video quality and/or a video pro, that's not the goal here and I never care about it, in this case, I want to know if there is another dropper mesh, if so, where and what's?

When the fps drops then the game gets stutter, go slow, and you can do nothing till it usually crashes, although in this case, just change the camera angle and back to 59 fps.

Now I'm going to analyze that mesh and see what happens, why fps drops with it, and so on.

Polycount over the map: 1,5 M
Textures: 4k
FPS: 38-59



Now plan to work with illumination as well.



Thanks guys, for watching my vids and pics, hope this help someone aside me.
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Posted: 29th Mar 2021 19:46 Edited at: 29th Mar 2021 19:55
As said before I have isolated the FPS dropper, which was a multi-mesh, so I've split it into 4 standalone meshes and load them over a blank map to test them, the result was best than expected, 59 fps each one, so now they do no drops any fps.

Does GGMax is having extra-work calculating collision for multi-meshes?

Mesh 1



Mesh 2



Mesh 3



Mesh 4



Now I plan back these meshes to the Refinery map to see what happens.

I've testing HDR although not on deep yet, that's the first glance.

HDR OFF



HDR ON



Continue working on illumination as well, want to test lights and shadows.



Back when done guys.

Edit: sorry guys, fixing image.
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3com
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Posted: 30th Mar 2021 19:36
Guys, still working on the illumination area, it comes with some extra-work with other FPS droppers I've found.



It looks like loading the pipes as a standalone X file makes the difference. Compound-objects give some extra-work to GGMax when calculating collision comes, and therefore FPS drops.
Anyway, a simple compound-mesh, let's say a table with a cup of coffee plus a jar does not, it looks like it happens just when the meshes forming a complex mesh (and not complexity about how good or does not, the mesh is done, has nothing to do, but those angles the mesh base plus the pipes are forming together. Just guessing atm.

Guys, you can use Lighting sliders plus emissive plus Lights markers working together, in a smooth way.
This is what I've about illumination so far. It will not be complete till emissive working as expected. Waiting for best times, this going to TODO list.



Thanks, guys, for watching my vids and pics, and keep safe!
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Posted: 1st Apr 2021 23:04
Hi, guys.

I think I already had shown how many polys and texture res you can load over a map, in GGMax atm.
So far, polycount 1.500.000 and texture res 4k-8k.
About the illumination, I'm going to wait till emissive working as expected.

So, I'm going back to the apo theme, modeling apo buildings to make a level to test the performance, a level playable if possible.

Building 1 (B1)
Polycount: 180k
Texture res: 4k

In 3ds max



This time I want to test another thing aside from the performance, such as collision, especially with debris.

I'm trying to make my own particles, just 4 fun atm.



Tomorrow maybe have some spare time to work a bit in the B2, back when done.


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Posted: 1st Apr 2021 23:08
@3com- This is amazing, you are the only user that has made ggmax interesting, thank you so much for all.your efforts
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Posted: 3rd Apr 2021 19:49
@ BOTR
Your welcome! thanks for the kind words.
Just try to show the people what they can do with GGMax, the potential is there.
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Posted: 3rd Apr 2021 19:57
Guys, I've almost finished the B2 and B3.
B2 (building2)
Polycount: 86k
Textures: 4k

B2 in 3ds max



B2 In GGMax 2021_04_02



B3 (building3)
Polycount: 250k
Textures: 4k

B3 in 3ds max



Back when done. Happy Easter to everyone!
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Posted: 4th Apr 2021 01:08 Edited at: 4th Apr 2021 01:09
Ooh shame they looked Brilliant.
Pity they broke



The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 4th Apr 2021 12:45
@ Synchro
I tried to model the buildings before they broke down but was late. LOL
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Posted: 4th Apr 2021 13:02
Hi Guys, not a holiday here on this thread! complete the B3 texturing set.







GGMax 2021-04-02 no the most friendly to test these buildings, hard to work with 9GB ram waste in a map with just 3 buildings, although these are not the standard ones (250k in polycount).



Let's wait for the next build to test these buildings on test-game mode. Meantime I'll continue modeling apo buildings (destroyed, grunge, abandoned, and so on).

Guys, I was looking for extra-terrain modules, and realize there is a frontier, like an invisible wall that stops you, around the terrain+water area.

Sorry guys, I miss to stop YT music while recording, now I've some copyright issue with the video, nothing to worry about since I never want to monetize my vids, so if you eventually see some adds that has nothing to do with me, but YT and/or the music rights owner.



Working on B4, back when done.






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Posted: 6th Apr 2021 19:01 Edited at: 6th Apr 2021 19:29
First of all, I have tested the effect of rain on buildings, streets, debris, lighting, shadows, etc.
At the moment I am happy with the result achieved, considering the early stage of development of GGMax, we cannot wait any longer atm.



Completed Building 4 and Building 5.
Both with a slight variation that you can see in the video below.
I hadn't tested this on GGMax yet and wanted to check if the collision was occurring on the debris as well.

B4 polycount: 30k
B4 textures: 4k

B5 polycount: 150k
B5 textures: 4k

B4 and B5 on 3ds max







As you have seen in the video, GGmax currently has the same problem as in GG, the debris does not have a collision.
As I see it, although the debris is on the ground, for GGMax this debris is still on the top of the building, that is, in their original position, and most likely, the collision as well.
For this reason, GGMax does not detect collisions in this debris.

I remember that Lee advised me to involution instead of exploding, this would prevent the debris from expanding on the ground, and therefore also avoid the problem of collision. So guys, when you want to create debris take this factor into account, involution instead of exploding, so you get all the debris to fall inside the building, and not outside it.

There is no way atm to make a level with those buildings (B1...B5), the GGMax the last build is not so friendly to do so, so we are going to wait for the next one, meantime I'll continue working on the B6, back when done.

Thanks, guys, for watching my vids and pics, and keep safe!

Edit: sorry guys, wrong video.
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3com
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Posted: 8th Apr 2021 19:20
Guys completed the B6 building, and I managed to get collision for the generated debris, using the best tool GG has, and fortunately, it works fine in GGMax, as well.

B6 polycount: 10k
B6 textures: 4k



Generated debris with collision.




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synchromesh
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Posted: 8th Apr 2021 19:22
Quote: "Generated debris with collision."

Looks fantastic !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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3com
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Posted: 8th Apr 2021 19:24
@ synchro
Ty mate.
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3com
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Posted: 12th Apr 2021 19:38
Hi guys, this time in addition to loading polygons, high-resolution textures, I have decided to try some LUA in GGMax.
The idea came from observing the new GGMax grid and its resemblance to a chessboard (nothing new, many of you have also noticed it), I remembered the chess we have in stock at GGMax, so I placed all the pieces each one in its corresponding place, then I thought it would be good to recreate any game, which led me to write an LUA script to achieve it, once achieved, I thought that something was missing, something around the chess game, and then I decided to model a kind of an inner courtyard of a castle, and to complete the scene I used characters from GG.
And this is the result.

Polycount: 250k
Textures: 4k

In 3ds max



In GGMax









Thanks, guys, for watching my vids and pics.
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Bored of the Rings
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Posted: 12th Apr 2021 20:09 Edited at: 12th Apr 2021 22:24
Wow, love that blue colour. Nice work. Reminds me of when I swapped fpsc level textures with the lightmapped textures which produced an interesting effect i.e. I swapped the UV coords on request from a tgc forum user.

Am getting more into ggmax and am starting play with shaders, amongst other stuff.

Thanks for sharing again 3com



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3com
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Posted: 13th Apr 2021 16:53
@ BOTR
Your welcome
Interesting effects you got on these pics, never mind about using LM textures this way, nice one.
GGMax will need shaders in one way or in another. It looks like GGMax shaders will be in VS and editable, (cso)

@ all
Waiting for the next update, want to develop an idea, but I'll need a most stable GGMax version to do so.
Meantime modeling some related stuff, back when done.
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3com
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Posted: 14th Apr 2021 21:27
Hi, guys, as mentioned above working on a ship, has to do with the idea I want to do.

You may have already noticed that I usually focus meshes on one idea or theme.
Imagine that the player manages to escape from a cursed island aboard a raft, he is sleeping, and is awakened by a blow on the raft, he sits up, looks up, and has this huge ship, rusty, abandoned, but safer than what He has at this moment, so he decides to get on and abandon the raft, bad idea, surely he would not have done it if he had known that the ship is not as abandoned as it seems, that the ship seems to have a life of its own; bad idea.

Ship
Polycount: 320k
Textures: 4k

The idea here is not just to try the high polycount plus high res textures, but also want to try a bit of LUA, I'm encountering a few issues with isimmobile flag, waiting to sort out that issue to develop my idea.

Meantime this is what I've so far.

In 3ds max - mostly the highly load poly is in the pic below









In GGMax 2021_04_09



Waiting for the next release to see what happens, meantime I'll continue testing GGMax versions, and enjoying the process, I just hope you are also enjoying it.


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Bored of the Rings
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Posted: 14th Apr 2021 21:54
Absolutely loving this , the boat is awesome . Playing with scripting and building a library of lua including some scripts written some time ago for classic.
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3com
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Posted: 14th Apr 2021 23:23
@ BOTR
Thanks, guy
Scripts are always welcome, it is really useful to have some libs, it is a time saver.
Just waiting for some sort of particle system and/or animate decal system, it would be nice to be able to get some foam to that sea, around the ship.
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3com
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Posted: 18th Apr 2021 17:57
Eh, guys, modeling island to the sea and ship scene.
Here we are testing polycount, textures high res, lighting, water, and further LUA as well.

Island 01
Polycount: 40k
Texture res: 8k

in 3ds max



In GGMax









I'll continue modeling another island to fill up the boat scene, working also on broken asphalt to be used in an abandoned city I'm working on as well.

Thanks, guys, for watching my vids and pics, and be safe.
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3com
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Posted: 19th Apr 2021 18:43
Hey guys, I decided to break the 100k poly count barrier, and things went pretty well, actually better than I expected.

What would you think if I told you that I have multiplied that barrier by 10, if you read correctly, 100k * 10 = 1 million polygons, in a single model.

And if I also told you that I have used 8k textures?
And that it has worked wonderfully, and that it has also not been affected by the lack of ram memory (2.3 GBS).

Island 2
Polycount: 1m
Texture res: 8k-4k
Ram usage: 2,3 gbs

In 3ds max



In GGMax







My reading of all this is that it is currently demonstrated that a GGMax user can design a game whose sum of all its entities (polygons) can be 1 million polygons.
Of course, you are not obliged to use all this, it is only an estimate of the number of polygons that users can handle in our levels, without GGMax crashing.

Thanks, guys, for watching my vids and pics.
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3com
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Posted: 19th Apr 2021 18:47
Hey guys, I decided to break the 100k poly count barrier, and things went pretty well, actually better than I expected.

What would you think if I told you that I have multiplied that barrier by 10, if you read correctly, 100k * 10 = 1 million polygons, in a single model.

And if I also told you that I have used 8k textures?
And that it has worked wonderfully, and that it has also not been affected by the lack of ram memory (2.3 GBS).

Island 2
Polycount: 1m
Texture res: 8k-4k
Ram usage: 2,3 gbs

In 3ds max



In GGMax







My reading of all this is that it is currently demonstrated that a GGMax user can design a game whose sum of all its entities (polygons) can be 1 million polygons.
Of course, you are not obliged to use all this, it is only an estimate of the number of polygons that users can handle in our levels, without GGMax crashing.



Thanks, guys, for watching my vids and pics.
Edit: sorry, guys, missed yt link.
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Bored of the Rings
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Posted: 19th Apr 2021 18:48
1 mill polys wow, impressive ...
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3com
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Posted: 19th Apr 2021 18:59
@ BOTR
I was very surprised by the final result. In fact, I closed all my programs, the task manager by hand, before running the map, in test mode. LOL
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GubbyBlips
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Posted: 19th Apr 2021 21:13
Radical. Well, that's just totally da bomb.
https://en.wiktionary.org/wiki/da_bomb

So when max is finally released, it'll be interesting to spawn entities up to the point it breaks--
just for testing of course!
and maybe this point will be your GC or free system memory?
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3com
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Posted: 19th Apr 2021 23:47
@ GubbyBlips
Yeah, here we are pushing GGMax at the limit (or does not yet?)

Quote: "So when max is finally released, it'll be interesting to spawn entities up to the point it breaks--
just for testing of course!"

Yes, why not, maybe we are able to find the GGMax's point G. LOL

Yes, most likely will be the user's resources that state the limits.
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